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Unity Technical Artist (remote)

EZ Street Studio

Smart working
  • Lavoro da remoto

What are you working on?
  • The name of the project(s): Project T
  • At what stage of the project(s)? Deveploment
  • Genres: Card and/or Board, Casual
  • Platforms: PC, Mobile

Who are you? How long have you been on the market?
EZ Street Studio is a new independent game studio focused on creating stylish, character-driven games with strong visual identities. We are currently building our first major title, Project T , with a growing international development team.

What are your main projects?
Our primary focus is Project T , an anime-style casual game set in a vibrant science-fiction universe. The project places a strong emphasis on memorable characters, expressive animation, stylish environments, and a polished visual presentation inspired by modern anime games.

What makes you stand out from other companies?
EZ Street Studio is being built around a small, focused development team. This gives our team members a level of creative ownership that can be difficult to find at larger studios. You won't simply be maintaining an existing pipeline — you'll have the opportunity to help build the technology, workflows, and visual standards that will define the project.

We are particularly focused on creating a distinctive anime visual style with high-quality materials, shaders, VFX, characters, and environments. For technical artists, this provides an opportunity to have a direct impact on how the game ultimately looks and feels.

Why is your company stable? If a candidate takes the risk, how will it pay off?
Project T has secured funding for development, allowing EZ Street Studio to continue building the project and expanding the team. We are growing deliberately, bringing in specialists as the project reaches the stages where their expertise can have the greatest impact.

Joining at this stage also means joining early enough to make a lasting contribution. Team members will have the opportunity to take ownership of important systems, establish production standards, and see their work directly influence the finished game.

What unique approaches/work methods do you use?
We believe in keeping development collaborative, direct, and focused on the quality of the final product. Our team is intentionally structured to avoid unnecessary layers of management and bureaucracy.

We encourage specialists to bring their own ideas and expertise to the table. Art and engineering work closely together rather than operating as completely separate departments, allowing us to iterate quickly and solve visual and technical problems together.

Company or product plans?
Our current priority is establishing the foundation of Project T — its visual identity, technology, core systems, production pipeline, and development team.

As development progresses, we plan to expand the game's characters, world, environments, content, and visual technology while continuing to grow EZ Street Studio around talented specialists. Our long-term goal is to establish the studio as a developer known for stylish, polished, character-focused games with strong art direction and distinctive worlds

For which tasks (responsibilities)?

Responsibilities

What is the main business purpose of this role?
The Technical Artist will be responsible for developing and maintaining the Unity rendering, material, and shader technology that supports Project T's anime-inspired visual style. The role will bridge the art and engineering teams, ensuring assets achieve the desired visual quality while remaining performant and scalable.

Which tasks will a specialist have to solve?

  • Develop and maintain custom cel-shaded and anime-style shaders in Unity.

  • Create and maintain reusable materials and shader systems for characters, environments, props, and VFX.

  • Develop stylized rendering features such as rim lighting, gradients, outlines, fresnel effects, emission, and other anime-inspired techniques.

  • Create materials for different surfaces including skin, hair, clothing, metals, glass, holograms, energy, and other sci-fi elements.

  • Work with artists to integrate materials and shaders into production assets.

  • Identify and resolve rendering, material, and shader issues.

  • Optimize shaders and materials for target platforms.

  • Profile GPU/rendering performance and identify bottlenecks.

  • Establish technical standards and workflows for materials and shaders.

  • Build reusable tools and workflows that allow artists to work efficiently without requiring constant technical assistance.

  • Collaborate closely with programmers, 3D artists, VFX artists, and art leadership.

  • Research and implement new rendering techniques that can improve the game's visual quality.

Responsibilities?

  • Own the technical implementation of the project's material and shader pipeline .

  • Help establish and maintain the game's visual rendering style.

  • Ensure the cel-shaded/anime aesthetic remains consistent across different assets and environments.

  • Balance visual quality with performance and memory requirements.

  • Support artists in solving technical problems with their assets.

  • Document material and shader workflows where appropriate.

  • Maintain clean, reusable, and scalable shader systems.

  • Participate in visual reviews and provide technical recommendations.

  • Help develop new rendering features as the project evolves.

What are the key KPIs?

  • Quality and consistency of the game's anime/cel-shaded rendering.

  • Successful implementation of required materials and shader features.

  • Shader and material performance on target hardware.

  • Reduction of rendering-related issues and technical blockers for the art team.

  • Reusability and scalability of the material/shader pipeline.

  • Ability to deliver technical solutions within production deadlines.

  • Effective collaboration between the technical art, art, and engineering teams.

What kind of professional are we looking for?

Professional Skills

What experience is required?

  • Professional experience as a Technical Artist , preferably with a focus on materials, shaders, and rendering.

  • Proven experience working with Unity and production game projects.

  • Experience creating and implementing cel-shaded, toon, or anime-style rendering .

  • Experience developing custom materials and shaders for real-time applications.

  • Experience working closely with both artists and programmers.

What kind of skills do you need?

  • Strong understanding of real-time rendering and the graphics pipeline.

  • Strong understanding of PBR and stylized/anime rendering workflows .

  • Ability to create and optimize custom shaders and materials.

  • Understanding of lighting, shadows, normals, UVs, textures, transparency, emission, and post-processing.

  • Ability to troubleshoot visual and technical rendering problems.

  • Strong optimization skills, particularly GPU and shader performance.

  • Ability to turn artistic requirements into practical technical solutions.

  • Good communication and collaboration skills.

What program/tools/language knowledge is required?

  • Unity — required.

  • Shader Graph — required.

  • HLSL — required or strong working knowledge.

  • URP — required.

  • Git or another version-control system.

  • Familiarity with Substance 3D Painter/Designer .

  • Familiarity with Blender, Maya, or another 3D package.

  • Experience with Unity's Frame Debugger and/or GPU profiling tools is highly desirable.

What English level is required and for what?

  • Intermediate English or higher (B1–B2+) .

What's a plus for a candidate?

  • Experience developing anime, cel-shaded, or stylized games .

  • Experience working on mobile or cross-platform games.

  • Experience with sci-fi materials and visual effects such as holograms, energy, force fields, holographic interfaces, and emissive materials.

  • Experience creating custom toon-lighting models or outline systems.

  • Experience with Unity's Scriptable Render Pipeline and custom rendering features.

  • Strong GPU optimization and profiling experience.

  • Experience building Unity editor tools or technical art tools.

  • Experience working on live-service games.

  • A strong technical art portfolio demonstrating custom shaders, materials, and real-time rendering work .

What is important for us in a person?

What competencies do you need?

  • Ownership — You take responsibility for the systems you work on and see them through from implementation to polish.

  • Problem-solving — You can investigate problems independently, identify solutions, and ask for help when necessary.

  • Communication — You communicate clearly, raise concerns early, and keep the team informed of your progress.

  • Collaboration — You work comfortably with programmers, designers, artists, and technical leadership.

  • Adaptability — You are comfortable working in an evolving project where ideas and systems may change as the game develops.

  • Attention to detail — You care about responsiveness, game feel, performance, and the small details that make gameplay feel polished.

  • Initiative — You don't wait for someone to tell you every step. You identify problems and opportunities and take action.

  • Critical thinking — You are comfortable questioning a design or technical approach when you believe there is a better solution.

  • Reliability — You communicate honestly about progress, challenges, and deadlines.

What kind of behavior is welcomed and encouraged in the company?

We value people who are proactive, honest, collaborative, and passionate about making games.

We encourage team members to speak up, share ideas, challenge assumptions respectfully, and participate in decisions that affect their work. We don't expect everyone to agree on everything; healthy debate is part of creating a better game.

Because we're a small team, everyone has an impact. We expect team members to respect each other's expertise, communicate openly, help one another when needed, and take pride in the quality of what they build.

Most importantly, we want people who genuinely want to make the game better.

Why do we enjoy working here?

Creative freedom and realization

We want our team members to have a real voice in the development process. You won't simply be executing predefined tasks, you'll have the opportunity to propose ideas, experiment with solutions, and contribute to how gameplay systems are designed and implemented.

The ability to influence the product

Project T is being built from the ground up, which means early team members can have a significant impact on the final game. Your decisions and contributions can directly influence gameplay systems, technical solutions, and the overall player experience.

Clear management

We believe in direct, transparent communication. The team will work closely with the Creative Director with clear priorities and expectations. We want everyone to understand not only what they're building, but why they're building it.

Professional development atmosphere

You'll work alongside experienced developers in a collaborative environment where knowledge sharing is encouraged. We want team members to expand their skills, take on new challenges, and grow alongside the project.

Professional development system

As the studio grows, we intend to establish structured opportunities for professional development, including increased responsibilities, mentorship, exposure to different areas of development, and opportunities to specialize or take ownership of major systems.

Regular constructive feedback

We believe feedback should be continuous rather than something that only happens during formal reviews. Team members will receive regular feedback through development discussions, code reviews, playtesting, and one-on-one conversations.

Our goal is constructive feedback, not micromanagement, helping people understand what is working, what can be improved, and how they can continue growing.

What are the conditions and bonuses?

Holidays
All standard national holidays are paid days off. The specific holiday calendar will be communicated during onboarding.

Paid Sick Days
We provide 14 paid personal days that can be used for illness, personal matters, appointments, or other needs.

Work Schedule
We offer flexible working hours . Team members are expected to maintain reasonable availability for team communication, meetings, and collaboration while otherwise having flexibility in how they structure their workday.

Remote Work
100% remote. You can work from your preferred location. EZ Street Gaming will never require you to relocate for this position.

Monetary Bonuses

The selection process

What stages of the interview and with whom?

Our process is designed to be straightforward and respectful of your time:

  1. Application Review — We review your CV, portfolio, and relevant experience.

  2. Initial Interview — A conversation with the Creative Director to discuss your experience, interests, and what you're looking for in your next project.

  3. Final Interview — A final conversation with the team to make sure the role, project, and working style are a good fit for both sides.

Will there be a test task?

A small technical task may be requested depending on the candidate's experience and portfolio. If requested, it will be focused on relevant gameplay programming skills and designed to be reasonable in scope. We do not expect candidates to complete a large unpaid project.

How fast is the decision?

We aim to move quickly. Candidates can generally expect an initial response within a few business days , with a final decision shortly after completing the interview process.

What's the emphasis in the cover letter?

Keep it concise. We'd primarily like to know:

  • Why you're interested in Project T / EZ Street Gaming

  • Why gameplay programming is the area you're passionate about

  • Your experience with Unity, Materials, and Shaders.

  • Any shipped games or projects you're particularly proud of

  • What you're looking for in your next team

We'd rather hear why you want to make this kind of game than receive a generic cover letter describing your entire career.

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