<?xml version="1.0" encoding="UTF-8"?>
<source>
  <jobs>
    <job>
      <externalid>82204971-d9d</externalid>
      <Title>Senior VFX Artist</Title>
      <Description><![CDATA[<p>Electronic Arts creates next-level entertainment experiences that inspire players and fans around the world. Here, everyone is part of the story. Part of a community that connects across the globe. A place where creativity thrives, new perspectives are invited, and ideas matter. A team where everyone makes play happen.</p>
<p>We&#39;re looking for a Senior VFX Artist with the skill and vision to help bring intense combat, large-scale destruction, and environments to life.</p>
<p>As part of the VFX team, you&#39;ll shape the atmosphere of land, sea, and air across some of the most VFX-packed levels in gaming. Working with artists, designers, and engineers, you&#39;ll help create impactful combat effects, environmental storytelling, and systemic destruction that reinforces gameplay clarity and immersion.</p>
<p>This is a hands-on role where you&#39;ll author AAA real-time effects, set new quality benchmarks, and push the boundaries of what our tools and workflows can achieve. You will report to the VFX Lead and Art Director, ensuring your work aligns with the creative vision and technical goals of the project. Your work will immerse millions of players in the chaos, scale, and spectacle that you can only find in Battlefield.</p>
<p>Responsibilities:</p>
<ul>
<li>Bring vast worlds to life. Design and author real-time VFX for destruction, ambient war effects, weather systems, fire, smoke, and epic set pieces that define Battlefield&#39;s atmosphere.</li>
</ul>
<ul>
<li>Shape unforgettable player experiences collaborate with Environment Art, Level Design, Audio, Tech Art, and Lighting to ensure effects enhance immersion, readability, and emotional impact.</li>
</ul>
<ul>
<li>Demonstrate an artistic eye with technical depth, mastering timing, composition, and believability while applying expertise in particles, shaders, and procedural workflows.</li>
</ul>
<ul>
<li>Improve scalable VFX systems, shaders, materials, and reusable libraries while establishing best practices and workflows for large-scale productions.</li>
</ul>
<ul>
<li>Lead by example through mentoring other artists, providing constructive feedback, documenting pipelines, and improving visual quality and progress.</li>
</ul>
<p>Qualifications:</p>
<ul>
<li>5+ years creating real-time VFX for AAA or large-scale titles, or similar experience within games, with a portfolio that shows ambition and polish.</li>
</ul>
<ul>
<li>Experience working with modern game engines such as Unreal Engine or Unity.</li>
</ul>
<ul>
<li>Portfolio demonstrating high-quality real-time VFX for gameplay, destruction, environmental effects, and in-game cinematics.</li>
</ul>
<ul>
<li>Experience with particle systems, shaders, materials, and real-time rendering constraints.</li>
</ul>
<ul>
<li>Experience with procedural and simulation tools like Houdini and EmberGen, along with production tools such as Adobe Photoshop and Autodesk Maya.</li>
</ul>
<ul>
<li>Strong collaborator with a team-first mindset, prioritising collective success and working across multiple teams.</li>
</ul>
<p style="margin-top:24px;font-size:13px;color:#666;">XML job scraping automation by <a href="https://yubhub.co">YubHub</a></p>]]></Description>
      <Jobtype>full-time</Jobtype>
      <Experiencelevel>senior</Experiencelevel>
      <Workarrangement>hybrid</Workarrangement>
      <Salaryrange></Salaryrange>
      <Skills>real-time VFX, Unreal Engine, Unity, particle systems, shaders, materials, procedural workflows, Houdini, EmberGen, Adobe Photoshop, Autodesk Maya</Skills>
      <Category>Engineering</Category>
      <Industry>Technology</Industry>
      <Employername>Electronic Arts</Employername>
      <Employerlogo>https://logos.yubhub.co/jobs.ea.com.png</Employerlogo>
      <Employerdescription>Electronic Arts is a multinational video game developer and publisher headquartered in Redwood City, California.</Employerdescription>
      <Employerwebsite>https://jobs.ea.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://jobs.ea.com/en_US/careers/JobDetail/Senior-VFX-Artist/212927</Applyto>
      <Location>Guildford</Location>
      <Country></Country>
      <Postedate>2026-04-24</Postedate>
    </job>
    <job>
      <externalid>bc5b0a3e-24c</externalid>
      <Title>Senior VFX Artist - GameSim - Talent Pipeline</Title>
      <Description><![CDATA[<p><strong>Senior VFX Artist Role</strong></p>
<p>We&#39;re seeking a Senior VFX Artist to join our team. As a senior, production-focused role, you&#39;ll create game-ready real-time VFX end-to-end: texturing/materials → particle effects → implementation in a proprietary or commercial engine.</p>
<p><strong>Responsibilities</strong></p>
<ul>
<li>Create custom real-time visual effects and implement them in engine (UE5, Unity, or proprietary).</li>
<li>Create all necessary textures and materials; maintain clean, readable graphs and parameterization.</li>
<li>Utilize additional software tools like Photoshop, Blender, Houdini, or Maya as needed.</li>
<li>Understand complex material setups, blueprints, or scripting hooks; troubleshoot issues and partner with Tech Art/Engineering.</li>
<li>Own optimization fundamentals: budgets, overdraw, particle counts, memory/perf constraints, and console targets.</li>
<li>Set quality bar, provide clear reviews/paintovers, and guide VFX execution for small pods or strike teams.</li>
<li>Proactively identify risks (missing hooks, perf spikes, unclear direction), propose solutions, and escalate early.</li>
<li>Collaborate closely with Designers, Concept Artists, and the Art Director; partner with Tech Art/Engineering as needed.</li>
<li>Support client-facing communication when required: clarify requirements, share WIP, and align on “definition of done.”</li>
<li>Assign tasks, set short-term priorities, and maintain a healthy backlog.</li>
</ul>
<p><strong>Requirements</strong></p>
<ul>
<li>Minimum 8-years of professional game industry experience with at least one shipped title.</li>
<li>Proven end-to-end real-time VFX workflow experience working in-engine implementation in Unreal Engine 4 or 5 and Niagara.</li>
<li>Strong particle animation fundamentals and shape language (readability, timing, impact).</li>
<li>Strong material and texture creation skills in Photoshop and/or Substance Designer.</li>
<li>Demonstrated optimization knowledge (particle counts, overdraw budgets, performance constraints).</li>
<li>Leadership-level communication: clear written and verbal updates, actionable feedback, strong collaboration habits.</li>
<li>Experience mentoring or leading other artists (formal lead role not required, but leadership behaviors are).</li>
<li>Can work Central (CT) core hours with possible overlap hours with Pacific (PT) or Eastern (ET).</li>
<li>Work options are flexible: remote / hybrid / onsite.</li>
</ul>
<p><strong>Nice-to-have</strong></p>
<ul>
<li>Houdini experience.</li>
<li>Substance Designer experience.</li>
<li>EmberGen experience.</li>
<li>Unity experience.</li>
<li>Scripting or coding skills (C#, Python, etc.).</li>
<li>2D or 3D animation skills.</li>
<li>Versatility across stylized and realistic work; foliage/atmospherics experience.</li>
<li>Experience establishing VFX standards/pipeline (templates, naming, libraries, scalability rules).</li>
</ul>
<p><strong>Portfolio requirements</strong></p>
<p>Your portfolio must include:</p>
<ul>
<li>Run-time VFX assets with strong readability and clearly understandable elements.</li>
<li>Strong material definition and texture work (clean, readable, well-constructed).</li>
<li>Evidence of fundamentals: composition, mood, readability, color choices, animation timing, and understanding of natural energies (fire, water, smoke, etc.).</li>
<li>At least one example shown in a real-time context implemented in-game (video of the effect happening during gameplay).</li>
<li>Bonus (strongly preferred): an example showing leadership impact—before/after mentorship, a small set of effects kept consistent across a style bar, or breakdowns/templates you built.</li>
</ul>
<p style="margin-top:24px;font-size:13px;color:#666;">XML job scraping automation by <a href="https://yubhub.co">YubHub</a></p>]]></Description>
      <Jobtype>full-time</Jobtype>
      <Experiencelevel>senior</Experiencelevel>
      <Workarrangement>remote</Workarrangement>
      <Salaryrange></Salaryrange>
      <Skills>Unreal Engine 4 or 5, Niagara, Particle animation fundamentals, Material and texture creation skills in Photoshop and/or Substance Designer, Optimization knowledge (particle counts, overdraw budgets, performance constraints), Leadership-level communication, Experience mentoring or leading other artists, Houdini experience, Substance Designer experience, EmberGen experience, Unity experience, Scripting or coding skills (C#, Python, etc.), 2D or 3D animation skills, Versatility across stylized and realistic work; foliage/atmospherics experience, Experience establishing VFX standards/pipeline (templates, naming, libraries, scalability rules)</Skills>
      <Category>Engineering</Category>
      <Industry>Technology</Industry>
      <Employername>GameSim</Employername>
      <Employerlogo>https://logos.yubhub.co/j.com.png</Employerlogo>
      <Employerdescription>GameSim is a game development studio that partners with clients to build games across PC/console and a range of art styles.</Employerdescription>
      <Employerwebsite>https://apply.workable.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://apply.workable.com/j/7F69CE7B14</Applyto>
      <Location>British Columbia, Canada</Location>
      <Country></Country>
      <Postedate>2026-03-09</Postedate>
    </job>
  </jobs>
</source>