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Technical Artist/Animator - Unity

Swoove is developing a mobile app that empowers users to create their own animations effortlessly. Our goal is to make high-quality animation accessible to everyone, whether they are beginners or professionals. We are looking for a Technical Artist/Animator to bridge the gap between art and technology, ensuring high-quality visuals while maintaining optimal performance.

Responsibilities

  • Develop and optimize rendering solutions for URP to enhance visual fidelity while maintaining performance.
  • Write custom shaders (HLSL/Shader Graph) for various rendering needs, including stylized and realistic effects.
  • Optimize rendering performance, including batching, texture compression, and GPU performance profiling.
  • Create efficient asset pipelines for artists, including import/export workflows and automated tools.
  • Implement and refine real-time animation systems, including procedural animation, state machines, and animation blending.
  • Develop and integrate real-time IK (Inverse Kinematics) systems for character animation and dynamic interactions.
  • Work with animators and developers to implement high-quality animations in Unity, ensuring smooth transitions and responsiveness.
  • Collaborate with the art and engineering teams to create tools and scripts that streamline workflows.
  • Troubleshoot and debug technical animation and rendering issues across different platforms.
  • Stay up to date with emerging technologies in rendering, animation, and procedural systems to push the visual quality of our projects.

Requirements

  • Strong Unity experience, particularly with URP (HDRP is a plus) rendering pipelines.
  • Deep understanding of real-time rendering, shading models, post-processing, and optimization techniques.
  • Proficiency in shader programming (HLSL, Shader Graph) and ability to write custom shaders.
  • Experience with animation systems in Unity, including Animator Controller, Animation Rigging, and procedural animation techniques.
  • Strong knowledge of Inverse Kinematics (IK) and real-time character animation techniques.
  • Experience in developing custom tools and asset pipelines for artists and animators.
  • Proficiency in scripting languages like C# and familiarity with editor scripting for automation.
  • Solid understanding of GPU profiling, draw calls, memory management, and real-time rendering constraints.
  • Ability to debug and solve technical animation issues related to rigging, skinning, and animation blending.
  • Strong problem-solving skills and the ability to work collaboratively with artists, designers, and engineers.

Nice-to-Have

  • Experience with procedural animation and physics-based animation systems.
  • Experience with DCC tools (Blender, Maya) and integration with Unity.
  • Familiarity with multithreading and GPU compute shaders.

Benefits

  • Competitive salary based on experience.
  • Opportunity to work on cutting-edge projects with a highly skilled team.
  • Flexible work environment, including remote or hybrid options.
  • A chance to influence the artistic and technical direction of our app.
  • Career growth opportunities in a fast-paced and innovative studio.

If you’re interested in pursuing this opportunity, we invite you to submit your CV along with a brief cover letter and any additional supporting materials to hr@iimachines.com

We look forward to reviewing your application!

Average salary estimate

$75000 / YEARLY (est.)
min
max
$60000K
$90000K

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What You Should Know About Technical Artist/Animator - Unity, Swoove Studios BV

Swoove is on a mission to revolutionize the way people create animations through a user-friendly mobile app. We're searching for a talented Technical Artist/Animator to join our innovative team. In this role, you'll play a crucial part in bridging the gap between the artistic vision and technical execution of our animations. Your day-to-day will involve developing and optimizing rendering solutions for the Universal Render Pipeline (URP) to ensure stunning visuals without sacrificing performance. You'll be the mastermind behind writing custom shaders using HLSL and Shader Graph, fostering both stylized and realistic effects that captivate users. Collaborating closely with our animators and developers, you’ll implement high-quality animations in Unity and create real-time IK systems for dynamic character interactions. Your expertise in building efficient asset pipelines and automation tools will streamline the workflow for our artists, enhancing our creative capability. We're looking for someone who not only possesses strong Unity experience but also has a deep understanding of real-time rendering and animation systems. This is your chance to be part of a forward-thinking studio where your contributions will directly influence our product's artistic and technical directions. If you're passionate about animation and technology, Swoove has the perfect opportunity for you to grow your career while making anime dreams come true!

Frequently Asked Questions (FAQs) for Technical Artist/Animator - Unity Role at Swoove Studios BV
What are the primary responsibilities of a Technical Artist/Animator at Swoove?

As a Technical Artist/Animator at Swoove, your primary responsibilities will include optimizing rendering solutions for the URP, writing custom shaders, and creating real-time animation systems. You'll bridge the gap between art and technology by collaborating with artists and developers to implement high-quality animations and troubleshoot technical issues. Your role is vital in ensuring both visual fidelity and performance in our mobile app.

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What qualifications are needed to apply for the Technical Artist/Animator position at Swoove?

To apply for the Technical Artist/Animator position at Swoove, candidates should have strong experience with Unity, especially with URP and a solid foundation in shader programming using HLSL or Shader Graph. A deep understanding of real-time rendering, animation systems, and Inverse Kinematics is crucial, as well as proficiency in scripting with C#. Ideal candidates will also have experience in developing tools for artists and optimizing performance in Unity.

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How does Swoove support the career growth of Technical Artists/Animators?

Swoove encourages career growth for Technical Artists/Animators by providing opportunities to work on cutting-edge projects and fostering a flexible work environment. You'll have a chance to influence the artistic and technical direction of the app, and as a rapidly innovating studio, we offer various pathways for your professional development, whether through mentorship or exposure to new technologies.

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What tools and technologies should a Technical Artist/Animator at Swoove be familiar with?

A Technical Artist/Animator at Swoove should be proficient in Unity and familiar with tools like HLSL, Shader Graph, and animation systems within Unity such as Animator Controller and Animation Rigging. Knowledge of DCC tools (like Blender or Maya) and experience with GPU profiling and performance optimization are also valuable in this role.

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What makes the Technical Artist/Animator role at Swoove unique?

The role of Technical Artist/Animator at Swoove is unique because you will be at the intersection of art and technology, working to make quality animation accessible to a wide audience. You'll have the creative freedom to design and implement advanced rendering techniques while collaborating with a passionate team dedicated to pushing the boundaries of what's possible in mobile animation.

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Common Interview Questions for Technical Artist/Animator - Unity
How would you approach optimizing rendering performance in Unity?

To optimize rendering performance in Unity, I'd start by assessing the current rendering pipeline and identifying bottlenecks. Techniques like reducing draw calls, using texture atlases, and implementing LOD (Level of Detail) are essential. I would profile GPU performance to gain insights into which assets are costly and apply batching to combine meshes where possible.

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Can you explain your experience with shader programming?

In my previous roles, I worked extensively with shader programming, particularly using HLSL and Shader Graph. I developed custom shaders for various visual effects, focusing on both performance and aesthetic appeal. I can share specific examples of how my shaders contributed to achieving the desired look for projects.

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What is your experience with implementing animation systems in Unity?

I've implemented various animation systems in Unity, utilizing Animator Controllers and Animation Rigging to create smooth transitions and dynamic responses. My experience includes setting up state machines and blending animations effectively to ensure a responsive user experience.

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Describe a challenging technical issue you navigated in animation or rendering.

I faced a challenge with real-time IK systems when attempting to integrate them into our animations. The initial implementation led to unexpected behavior in character movement. I systematically debugged the rigging and adjusted the algorithm, which ultimately improved character responsiveness and enhanced the user's experience.

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How do you stay updated with the latest trends in rendering and animation technology?

I actively stay updated by participating in online communities, attending industry conferences, and following key publications in the game development field. Subscribing to forums and platforms like GitHub also helps me learn about emerging techniques that can improve my work in rendering and animation.

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What role does collaboration play in your work as a Technical Artist/Animator?

Collaboration is crucial in my role as a Technical Artist/Animator. I work closely with artists to understand their creative vision and with developers to ensure technical feasibility. Open communication fosters innovation and helps troubleshoot issues swiftly, ensuring the project stays on track.

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Explain how you would handle constructive feedback on your animations.

I view constructive feedback as an opportunity for growth. I would first listen carefully to the feedback, seeking clarification if needed. Then, I'd evaluate the suggestions and implement changes as necessary, always aiming to enhance the animation in line with the project goals while preserving the original artistic vision.

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Can you provide an example of a tool you've developed for animators in Unity?

I developed a custom pipeline tool that automates standard import/export workflows for artists. This tool significantly reduced the time artists spent preparing assets for animation, enabling them to focus more on creativity rather than repetitive tasks.

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How do you approach debugging issues related to rigging and skinning?

My approach to debugging rigging and skinning issues begins with checking the hierarchy of bones in the rig and ensuring the weights are correctly assigned. I use Unity's built-in debugging tools to visualize the skinning process, making it easier to identify and resolve issues promptly.

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What has been your biggest achievement as a Technical Artist/Animator?

My biggest achievement was developing a fully automated asset pipeline for animation that integrated seamlessly with Unity. This project not only streamlined our workflow but also improved overall team efficiency, leading to faster project completion and higher quality animations.

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Take Risks
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Inclusive & Diverse
Rise from Within
Mission Driven
Diversity of Opinions
Work/Life Harmony
Transparent & Candid
Growth & Learning
Fast-Paced
Collaboration over Competition
Take Risks
Friends Outside of Work
Passion for Exploration
Customer-Centric
Reward & Recognition
Feedback Forward
Rapid Growth
Medical Insurance
Paid Time-Off
Maternity Leave
Mental Health Resources
Equity
Paternity Leave
Fully Distributed
Flex-Friendly
Some Meals Provided
Snacks
Social Gatherings
Pet Friendly
Company Retreats
Dental Insurance
Life insurance
Health Savings Account (HSA)
MATCH
VIEW MATCH
FUNDING
SENIORITY LEVEL REQUIREMENT
TEAM SIZE
No info
HQ LOCATION
No info
EMPLOYMENT TYPE
Full-time, remote
DATE POSTED
March 19, 2025

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