<?xml version="1.0" encoding="UTF-8"?>
<source>
  <jobs>
    <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>
    <job>
      <externalid>e0065c69-a36</externalid>
      <Title>3D Generalist</Title>
      <Description><![CDATA[<p>We&#39;re seeking a mid-level 3D Generalist to join our team. As a 3D Generalist, you&#39;ll create environment content end-to-end: modeling → texturing/materials → implementation in a proprietary engine. This role is hands-on and production-focused: you&#39;ll be trusted to take a set of concepts and art direction and turn them into finished, performant, real-time environments.</p>
<p><strong>90-day success looks like</strong></p>
<p>Within your first 90 days, you&#39;ll learn a proprietary engine quickly and work effectively inside its constraints. You&#39;ll deliver a complete environment area (assets + assembly + materials) that matches concept and art direction. You&#39;ll do it with minimal supervision, asking smart questions early, and communicating progress clearly.</p>
<p><strong>Day-to-day responsibilities</strong></p>
<ul>
<li>Create custom environment assets and assemble environment areas (this is not primarily modular kit-building).</li>
<li>Model and texture organic environment assets (rock walls, cliffs, tree roots, terrain-like forms) plus hard-surface props.</li>
<li>Author high-quality materials in Substance 3D and apply them effectively in-engine.</li>
<li>Understand shader concepts well enough to work within limits, troubleshoot issues, and collaborate with Tech Art/Engineering.</li>
<li>Own optimization fundamentals: budgets, LODs, performance constraints, and console targets.</li>
<li>Proactively problem-solve, communicate clearly, and contribute to a healthy team culture.</li>
<li>Collaborate closely with the Environment Lead and Art Director; partner with Tech Art/Engineering as needed.</li>
</ul>
<p><strong>Requirements</strong></p>
<ul>
<li>Minimum 2-years of professional game industry experience working in a stylized realism art style.</li>
<li>Strong environment modeling skills in Maya and/or Blender experience.</li>
<li>Strong material creation skills in Substance 3D and Zbrush.</li>
<li>Proven end-to-end environment workflow experience (modeling through in-engine implementation in Unreal Engine 4 or 5).</li>
<li>Demonstrated optimization knowledge (LODs, budgets, constraints).</li>
<li>Clear written and verbal communication; strong collaboration habits.</li>
<li>Can work Eastern (ET) core hours with possible overlap hours with Pacific (PT)</li>
<li>Work options are flexible: remote / hybrid / onsite.</li>
</ul>
<p><strong>Nice-to-have</strong></p>
<ul>
<li>Houdini experience.</li>
<li>Technical art skills (tools, shader work, pipeline problem solving).</li>
<li>Lighting skills (mood, readability, exposure discipline).</li>
<li>Versatility across stylized and realistic work; foliage experience.</li>
</ul>
<p><strong>Portfolio requirements</strong></p>
<p>Your portfolio must include:</p>
<ul>
<li>Organic environment assets (rocks/cliffs/roots/terrain-like forms) with strong forms and believable detail.</li>
<li>Hard-surface environment assets (props/structures) with clean execution.</li>
<li>Strong material definition and texture work (surface breakup, roughness/metalness control where applicable).</li>
<li>Evidence of fundamentals: composition, mood, readability, lighting/color choices.</li>
<li>At least one example shown in a real-time context (engine screenshots/video acceptable).</li>
</ul>
<p>If your portfolio is mostly props, mostly modular kits, or mostly offline renders, this is probably not the right fit.</p>
<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>mid</Experiencelevel>
      <Workarrangement></Workarrangement>
      <Salaryrange></Salaryrange>
      <Skills>environment modeling, Substance 3D, Zbrush, Unreal Engine 4 or 5, optimization knowledge, clear written and verbal communication, collaboration habits, Houdini, technical art skills, lighting skills, foliage experience</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/AE0329A4E2</Applyto>
      <Location>Orlando</Location>
      <Country></Country>
      <Postedate>2026-03-09</Postedate>
    </job>
  </jobs>
</source>