Role Description
As a Senior 3D Gameplay Artist (Animation & VFX), you'll play a key role in owning the visual and motion game feel of our gameplay mechanics, from greybox to shipped asset, so that objects read as fun before a player ever touches them. You'll work directly with art direction, game design, and gameplay engineers on All in Hole, a top-50 grossing title, on the elements players interact with most. Your main responsibilities will include:
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Own game feel end to end: take a mechanic from greybox and UX blockout through animation, VFX, and final sign-off.
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Animate gameplay objects by hand: idle, activation, interaction feedback, and state transitions, with real command of timing, weight, anticipation, and follow-through.
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Build VFX and shaders that land the hit: impact, feedback, and state change that communicate clearly without drowning the read of the object.
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Translate concept into 3D without losing its soul: match the intent, elevate the charm, and challenge the concept early when the gameplay asks for something different.
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Iterate directly in Unity: prefabs, colliders, animator state machines, and enough technical range to test your own ideas in minutes rather than hand them off.
This is a great opportunity to own the craft that players remember most, on a game already in the global top 50, with no one ahead of you in the queue β the person in this seat sets the bar for how gameplay objects look, move, and feel.
Qualifications
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3D animation craft: hand-keyed work that gives personality and weight to objects that aren't characters, grounded in animation fundamentals rather than tooling.
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Strong VFX skills: particle systems and impact effects timed to reinforce readability, not decorate it.
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A core gameplay brain: you're a gamer, you read design intent off a prototype, and you can hold a real conversation with designers about why a mechanic is or isn't fun.
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Working fluency in Unity: blockouts, prefabs, animator and state machines, and the technical range to unblock yourself.
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Genuine shader ability: you can write and debug your own, not just wire up existing ones.
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Fidelity to concept: you hit the intent of a concept closely while making it better through the 3D pipeline.
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Clear visual communication: storyboards and blockouts that get every stakeholder seeing the same outcome before work starts.
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Autonomy and initiative: you hold a quality bar without it being checked for you, and you bring the unrequested improvement alongside the requested one.
Requirements
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Bonus points if you can concept the idea yourself and push it forward.
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Have worked with physics-based gameplay.
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Have mentored or reviewed other artists' work.
Benefits
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π₯ Comprehensive Benefits: Depending on your location, you'll enjoy a range of perks such as insurance, meal vouchers, public transport, gym memberships, and more.
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π’ Paris HQ Access: Enjoy a desk at our private office in a well-located WeWork building that will give you access to WeWork perks like rooftop view and designed coworking spaces.
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π Coworking Access: You will have access to WeWork spaces throughout Europe, along with all their perks and professional office environments.
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π Global Team: Collaborate in English with top-tier talent from 35+ countries, spanning Europe, the UK, the US, and more. Diversity fuels our creativity and innovation.
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βοΈ Team Gatherings: We value time together beyond the screen. Join us for occasional team gatherings, off-site retreats (Workations as we name them) to connect, recharge, and celebrate.
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π Performance Reviews: We're committed to your growth. Every six months, we reflect on your progress, recognize your achievements, and align on clear development goals.
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π» Equipment Support: From day one, we'll provide everything you need to do your best work, including a home office setup allowance if you're working remotely.