About the project
Station is a mobile isometric roguelite arcade game (Android/iOS). The player fights off waves of enemies, upgrades heroes and weapons, builds and improves stations. The project is dynamic, regularly updated, and growing in content.
Technically: Unity 6, URP, Shader Graph, classic Particle System. Currently, effects are assembled from Asset Store packs — we are looking for someone who will replace them with a cohesive author's style.
About the role
You will become the first dedicated VFX artist on the project and will take on the entire scope of effects: weapons (shots, projectiles, hits, explosions), hero abilities, station construction and upgrades, meta-game, and UI (rewards, leveling, accents). You will work closely with a game designer and programmers; effects will be delivered as ready-made prefabs.
What you will do
- Create series of weapon and ability effects in a unified project style.
- Create meta-game effects: station upgrades, reward unlocks, leveling, UI accents.
- Write effect shaders in Shader Graph (URP) and prepare textures/flipbooks for them.
- Gradually replace current Asset Store effects with custom ones.
- Optimize for mobile devices: overdraw, particle budget, atlases; test on mid-range and low-end devices.
- Deliver effects as ready-made prefabs: correct pivots, auto-stop, understandable parameters for code integration.
What we expect from the candidate
- 2+ years of real-time VFX experience in Unity, specifically on mobile projects.
- Proficient Unity Particle System (Shuriken): sub-emitters, trails, custom data, noise/velocity modules.
- Shader Graph for URP: custom shaders (dissolve, distortion, flipbook, vertex animation, soft particles), not just assembling from ready-made node packs.
- Understanding of mobile rendering budget and ability to profile your effects (Frame Debugger, Profiler).
- Preparation of VFX textures: Photoshop/Krita + one of the simulation/procedural tools (EmberGen, Houdini, Substance Designer).
- Ability to work in a stylized graphics environment and match the existing art style.
- Portfolio with in-game real-time effects (mandatory).
Will be a plus
- Experience in reworking Asset Store effects to a unified style (this is exactly our first task).
- Basic HLSL; meshes for VFX in Blender (projectiles, shockwaves, "ribbons").
- Experience with isometric/top-down camera.
- Understanding of the C# side: effect pooling, calling from code; DOTween/Timeline for composite effects.
- Sense of game feel: timing, anticipation/impact, screen shake, hit stop.