Role Description
- Design and build spell VFX as the primary focus - from impact hits to channeled abilities to large area effects
- Concept and author flipbook animations for spell effects, frame by frame, and pack them into sprite sheets ready for engine use
- Using AI (like Claude) to help work inside spell code files (C#) to sync VFX to gameplay - using existing library functions for rotations, enable/disable, timing, and similar glue work (structural spell-system changes are handled by the lead programmer)
- Partner closely with the lead designer on spell feel, iterating until each ability reads clearly and lands with the right weight
- Author shaders in Unity Shader Graph for spell effects, environment work, and stylized rendering
- Build and maintain UI shaders for menus, HUD elements, tooltips, and interactive interface moments
- Optimize effects and shaders for performance across target platforms
- Establish and document VFX style guidelines so the visual language of Dimraeth stays consistent as the game grows
- Set the bar for visual effects quality across the project
- Senior-level experience as a VFX artist with shipped titles (please include reel/portfolio)
- Deep proficiency in Unity, with strong command of Shader Graph
- Comfortable working in C# at the scripting level - you'll be calling existing library functions to wire effects into spells, not architecting systems
- Familiarity with pixel art aesthetics - Dimraeth is a pixel art game, and your VFX needs to sit naturally alongside the existing art without clashing in resolution or style
- Ability to concept and hand-author flipbook animations for spell VFX (Photoshop, After Effects, EmberGen, Houdini, or similar) - this is a core part of the role, not a nice-to-have
- Demonstrable experience building UI shaders - not just gameplay or environment work
- Solid grasp of shader fundamentals: vertex/fragment work, blending modes, performance tradeoffs
- Strong sense of timing, readability, and visual hierarchy in effects
- Experience with particle systems (VFX Graph and/or Shuriken) and texture authoring for VFX
- Comfortable working in a small remote indie team where you'll wear multiple hats
- Passion for games, especially indie and multiplayer titles
- Self-starter who can own a discipline end-to-end without heavy oversight
- Prior experience shipping VFX for a pixel art title
- Experience with 2D top-down or stylized rendering
- Background in RPGs or games with deep spell/ability systems
- Familiarity with technical art workflows (rigging effects, animation events, gameplay hooks)