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Lead VFX Artist - Studio Elevation (Remote within the UK)

nDreams Studio Elevation are re-establishing the boundaries of VR. We’re looking for an exceptionally talented Lead VFX Artist to help us explore, create, and deliver world leading innovation in software and VR hardware. With our first title nearing release and a second in early planning stages, it’s a great time to join our fully remote, VR-first studio.    

As a Lead VFX Artist, you will bring our game worlds to life by injecting them with the drama and credibility required to immerse users fully. Your work will be the polish that takes our games from good to great. You will lead and mentor a team of VFX artists, working closely with the Art Director and other studio art team members to identify the right effects and tricks to support the game vision and create a richer, more alive world. 

The rundown:  

  • Permanent role
  • Full time (37.5 hours per week)
  • Fully remote within the UK 
  • Salary is competitive and dependent on experience

Key responsibilities: 

  • Lead and mentor a team of VFX artists, providing guidance and support to ensure high-quality work 
  • Define the visual language of effects within a game project in collaboration with the Art Director 
  • Plan, cost, and deliver VFX work in coordination with the Production team 
  • Create and implement effects that fit both the style of the game and the technical constraints of the platforms 
  • Contribute work back to the Core Tech project for re-use throughout nDreams 
  • Identify player issues where VFX could enhance enjoyment or understanding of the game 
  • Collaborate with other art team members, design, and Graphics Programmers on the implementation approach for VFX 
  • Consistently deliver impressive and dramatic VFX to projects 
  • Ensure VFX does not block the game’s delivery against the vision for timing or quality reasons 
  • Elevate the enjoyment of the product by players through VFX 

The skills you’ll need:  

  • Excellent working knowledge of Photoshop, Unreal, Maya, Houdini or relevant equivalents 
  • Real-time engine experience in Unreal, creating VFX blueprints, shader networks, particles, dynamic systems, lighting, and post-processing 
  • Fundamental understanding of the importance of VFX on the users’ final experience within performance constraints of VR hardware 
  • Ability to deliver on a varied selection of art styles, from realistic to highly stylised 
  • Strong problem-solving skills and attention to detail 
  • Ability to articulate and deliver constructive feedback on own and peers’ work 
  • Implement, troubleshoot, and debug VFX or cross-discipline VFX systems 
  • Shape and contribute to a VFX workflow for efficient design to delivery of effects within a game 
  • Proven leadership and mentorship skills, with experience leading a team of artists 

The nice to haves: 

  • Experience with VR development 
  • Knowledge of scripting languages such as Python or HLSL 
  • Previous experience in the gaming industry 
  • Published products within the Console, PC, VR, or Mobile space in a VFX role 
  • Experience working with Pre-Viz tools for VFX 

We are nDreams – we develop and publish the world’s most immersive VR games. You may know us as the team behind Ghostbusters: Rise of the Ghost Lord, Synapse, Phantom: Covert Ops, Fracked, and the recently released FRENZIES. With humble beginnings as an independent studio, we combine amazing projects and considerable scale with a personal, caring touch.  

We believe the best workplaces and games are created by diverse, happy and safe teams. We're committed to building a culture centred on respect, wellbeing and balance. It's crucial we make our games and industry more accessible to underrepresented communities. We strive to live this through the people we hire, the experiences we create and the causes we support. 

We want everyone to have the opportunity to bring their best, authentic self to work. Please let us know if you require reasonable adjustments during the interview process by emailing interviewing@ndreams.com or speaking to your nDreams recruiter. For more information about reasonable adjustments, check out this guidance from Scope.  

We offer great perks, including flexible hours, duvets days, your birthday off, dedicated personal development time and support, as well as regular socials. Beyond this, there’s an excellent holiday offering, pension scheme, health insurance, life cover and much more.  

What You Should Know About Lead VFX Artist - Studio Elevation (Remote within the UK), nDreams Limited

Studio Elevation is redefining the world of VR, and we are on the lookout for a passionate Lead VFX Artist to join our innovative team at nDreams. In this fully remote position within the UK, you'll play a pivotal role in crafting stunning visuals that breathe life into our virtual game worlds. As the Lead VFX Artist, you’ll leverage your extensive expertise to mentor a team of creative artists and collaborate closely with our Art Director. Your goal will be to create unforgettable, immersive experiences that mesmerize players, transforming ordinary gameplay into extraordinary adventures. You'll be responsible for defining the visual effects language for our projects and ensuring that the VFX not only captivates but also enhances the overall game experience. With our first title about to launch and another in the planning stages, this is the perfect time to immerse yourself in a company that prioritizes creativity and teamwork. You'll be able to bring your vision to life and contribute to both the Core Tech project and the overall artistic direction of our games. At nDreams, we cherish creativity and personal growth – and we can't wait for you to make an impact with us!

Frequently Asked Questions (FAQs) for Lead VFX Artist - Studio Elevation (Remote within the UK) Role at nDreams Limited
What are the primary responsibilities of a Lead VFX Artist at nDreams Studio Elevation?

As a Lead VFX Artist at nDreams Studio Elevation, your main responsibilities encompass leading a team of VFX artists while collaborating closely with the Art Director to establish visual effects that align with the game’s vision. You'll be responsible for planning and delivering high-quality effects, implementing them according to technical constraints, and enhancing player experiences through innovative visual storytelling.

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What skills are required to succeed as a Lead VFX Artist at nDreams?

To excel as a Lead VFX Artist at nDreams, you'll need strong skills in software such as Photoshop, Unreal, and Maya, as well as real-time engine experience. Having expertise in creating VFX blueprints, dynamic systems, and a fundamental understanding of VR performance constraints is crucial. Leadership experience and an ability to provide constructive feedback are also essential for guiding your team effectively.

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Can you describe the team dynamics for the Lead VFX Artist position at nDreams?

At nDreams, the team dynamics for the Lead VFX Artist role involve collaboration with supportive art team members, design, and Graphics Programmers. You are not just a leader but also a mentor who fosters creativity and shared goals. You'll be working in a fully remote setup, which encourages communication and teamwork through modern collaboration tools.

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What kind of projects will a Lead VFX Artist work on at nDreams?

As a Lead VFX Artist at nDreams, you'll work on exciting projects that prioritize innovative VR content. With a title nearing release and another in the pipeline, you will have the opportunity to influence the visual narrative and polish each game, resulting in experiences that captivate users in immersive environments.

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What benefits does nDreams offer to the Lead VFX Artist?

At nDreams, the Lead VFX Artist will benefit from flexible work hours, duvet days, dedicated personal development time, and various wellness benefits. This position also includes an excellent holiday offering, pension scheme, health insurance, life cover, and social opportunities, all aimed at ensuring work-life balance and personal growth.

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Common Interview Questions for Lead VFX Artist - Studio Elevation (Remote within the UK)
How do you develop a visual effects language for a game project?

In developing a visual effects language, I start by collaborating with the Art Director and team to understand the game’s core themes and aesthetics. Then, I focus on creating effects that complement gameplay and elevate the user experience. By iterating on designs and integrating feedback from team members, I craft a cohesive VFX style that aligns with the game's vision.

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Can you explain your process for mentoring other VFX artists?

My mentoring process involves consistent one-on-one sessions where I provide feedback and guidance on projects. I encourage open communication and create opportunities for team members to showcase their work and ideas. By fostering an environment of collaboration, I ensure that new artists feel supported and empowered to develop their skills.

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What are some challenges you've faced when implementing VFX in VR, and how did you overcome them?

One common challenge in VR is maintaining high performance while delivering stunning visuals. I address this by optimizing effects, ensuring they fit within the performance constraints without compromising quality. Regular testing and iteration with a focus on user experience help streamline the process and enhance overall performance.

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Describe your experience with real-time engine VFX creation?

My experience with real-time engine VFX creation spans various projects where I utilized Unreal Engine to create blueprints and dynamic systems. I focus on developing particle systems and shaders that are both visually compelling and efficient. Understanding how to balance technical constraints with creative vision has been key to my success.

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How do you stay updated with the latest trends in VFX and game design?

I regularly follow industry blogs, participate in forums, and attend workshops or webinars focused on VFX and game design. Networking with other artists and engaging in creative communities helps me stay informed about emerging technologies and trends that I can apply to my work.

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Can you share your approach to collaborating with artists and programmers?

My approach to collaboration involves clear communication and setting shared goals. I ensure that all team members understand the project requirements and deadlines. Regular check-ins and discussions about the VFX implementation process allow us to address challenges quickly and work more efficiently together.

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What techniques do you use to create a sense of immersion with VFX?

To create a sense of immersion, I like to focus on effects that enhance the narrative and gameplay experience. Techniques like layering effects for depth, utilizing environmental elements, and crafting adaptable VFX that respond to player actions all contribute to a richer experience that pulls players into the game environment.

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How do you handle constructive criticism from peers?

I view constructive criticism as an opportunity for growth. When I receive feedback, I take time to understand the perspective behind it and assess how I can apply it to improve my work. This open-minded approach helps me develop stronger relationships with peers and enhances my skills as a VFX artist.

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What is your proudest achievement in your VFX career?

My proudest achievement has been leading the VFX team on a project that received industry recognition for its innovative visual effects. This experience taught me not only about the technical aspects of VFX but also how to inspire and motivate a team, resulting in an outcome we all could be proud of.

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Why do you want to work with nDreams Studio Elevation?

I am excited about the opportunity to work with nDreams Studio Elevation because of its commitment to innovation in VR and the chance to create captivating experiences. I admire the studio's focus on teamwork, diversity, and creating accessible games, aligning with my values and aspirations as a Lead VFX Artist.

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nDreams is a virtual reality games publisher and developer based in Farnborough the United Kingdom and was founded in 2006.

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Full-time, remote
DATE POSTED
March 26, 2025

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