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Technical Artist @Voodoo
Design
Salary unspecified
Remote Location
Employment Type full-time
Posted 5d ago

[Hiring] Technical Artist @Voodoo

5d ago - Voodoo is hiring a remote Technical Artist. πŸ’Έ Salary: unspecified πŸ“Location: France

Role Description

We are looking for a freelance Technical Artist to bridge art and engineering in an AI-first studio. Our development side already moves fast with Sophia; art production is now the bottleneck. Your mission is to set up the conventions, tools and pipelines that let AI generate, check and integrate 2D and 3D assets across our portfolio with minimal human intervention. By Q1 2027 we want Sophia running full art and 3D flows end to end, and you will be key to getting there.

You will work day to day with our dev lead and the engineer who owns our AI/Figma/Unity art workflows, and with the art team.

  • Define art conventions and standards (naming, structure, layout rules for UI, banners and store assets) so that assets can be produced and validated automatically, not hand-polished one by one.
  • Build tools and scripts in art software (Maya, plus Photoshop/Illustrator where useful) that check and fix assets automatically, e.g. validating that 3D meshes are watertight, within poly budgets and correctly set up, so an AI agent can run them as part of a pipeline.
  • Optimise 3D models and meshes (topology, polygon count, UVs, LODs) and textures (compression, sizes, atlases) for mobile, without sacrificing visual quality.
  • Own the Unity import pipeline: import settings, asset post-processors and automation so assets land in our games correctly and consistently.
  • Integrate AI generation tools (image, 3D, animation) into production workflows and evaluate new ones as they appear.
  • Help scale animated assets (e.g. animated store banners and promo visuals) across many games through templates and automation rather than manual work.
  • Debug and fix graphical and performance issues across mobile devices; support shaders, VFX and particles where needed.
  • Document everything so the pipelines keep running and improving after setup.

Qualifications

  • 5+ years as a Technical Artist, ideally in mobile games.
  • Hands-on experience using AI in art production (e.g. Scenario, Flux, 3D generation tools, ComfyUI or similar), and a mindset of automating rather than perfecting by hand.
  • Strong understanding of 3D models and meshes and how to optimise them; you don't need to be a 3D modeller, but you know what makes a mesh production-ready.
  • Strong Unity skills: asset import and optimisation, C# scripting for editor tools; Shader Graph/HLSL, VFX and particles are a plus.
  • Experience building tooling for art software, in particular Maya (Python and/or MEL).
  • Solid grounding in Photoshop and Illustrator: the "art" in technical art matters to us.
  • Good understanding of mobile constraints (performance, memory, draw calls, batching).
  • Autonomous, pragmatic and deadline-driven: you know when an asset is good enough and move on.
  • Fluent written and spoken English.

Nice to have

  • Python scripting outside art tools (pipelines, batch processing, APIs).
  • Experience with AI coding tools (Claude Code, Cursor, Codex) and LLM-based agents.
  • Figma, and experience with UI/store assets for mobile games (ASO).
  • Substance or similar texturing tools; GPU profiling.
Before You Apply
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remote Be aware of the location restriction for this remote position: France
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Back to Remote jobs   >   Design   >   technical artist
Technical Artist @Voodoo
Design
Salary unspecified
Remote Location
Employment Type full-time
Posted 5d ago
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