Position: Technical Art Generalist – Neoronin Interactive
Location: Remote Europe
Contract Type: Full-Time
Salary: Based on experience
Technical Art Generalist
We are currently developing an operational and tactical RTS set in a stylized vision of modern warfare, blending realistic systems with bold design choices. To help us bring this to life, we are looking for a Technical Art Generalist who can bridge art and technology, maintain visual quality across the pipeline, and help shape the look and feel of the game from early development through production. This role is ideal for someone who puts craft and performance in equal measure, collaborates across disciplines, and understands that a strong visual target is held together by the pipeline as much as by the assets themselves.
Responsibilities
Artistic Foundation
* Design, adjust, and review assets to ensure units, silhouettes, and environments read instantly in an RTS context.
* Apply strong fundamentals: color theory, composition, lighting, and visual hierarchy to keep scenes cohesive and cinematic.
* Create animatics, 3D block-outs, and concept bashes to prototype visual ideas and establish mood before committing to full production.
Unreal Engine 5
* Build scalable, performance-friendly master materials with a deep understanding of UE5 material parameters, texture packing, and optimization.
* Handle lighting and rendering across indoor and outdoor environments. Familiarity with Lumen is a plus but strong lighting fundamentals matter more.
* Create, implement, and optimize in-engine VFX in Niagara: explosions, ambient effects, and anything else the game throws at you. Equivalent experience in Unity VFX Graph or Houdini-to-engine is welcome.
* Support UI effects in UMG when needed: selection indicators, icon effects, and menu transitions that give satisfying player feedback without cluttering the screen.
* Work within Unreal Blueprints to hook up art assets, trigger VFX, and build simple procedural tools and art-related technical systems.
* Use UE5 profiling tools to identify bottlenecks and keep art assets within strict performance budgets.
3D Asset Production
* Contribute to or review hard surface assets: military vehicles, weaponry, and architectural structures, with clean topology and flawless shading.
* Work within PBR workflows, non-destructive texturing, and efficient texture packing.
* Handle LOD creation and distance load optimization as standard practice.
Quality and Collaboration
* Conduct deep technical and aesthetic reviews of internal and outsourced 3D assets to ensure adherence to the art style, modeling best practices, and established workflows.
* Provide clear, actionable feedback to other artists and act as a bridge between the art and engineering teams.
* Research emerging UE5 technologies and industry workflows to continuously improve the studio's art pipeline.
How the Role Works
You will be part of the art team, working closely with the Art Director and game development team. The project is in early development, with external checkpoints that make technical art decisions important from day one. Your focus is on understanding the visual target and the pipeline deeply enough to solve real production problems, not just producing assets around them. You prototype, review, iterate, and raise the bar across the board.
Requirements
Core
* Shipped production experience in a Technical Art or Art Generalist role within game development, with fluency that matters more than exact years
* Solid working knowledge of Unreal Engine 5: materials, shaders, lighting, and performance profiling
* Strong traditional art fundamentals: color theory, composition, lighting, visual hierarchy
* VFX experience in a modern real-time engine, Niagara preferred, Unity VFX Graph or Houdini-to-engine accepted if the thinking transfers
* Mastery of PBR workflows and non-destructive texturing in Substance Painter or equivalent
* Comfortable reading and modifying Unreal Blueprints for art integration and simple tooling
* Proficient in Blender or equivalent DCC, Adobe Substance 3D Painter, and Adobe Photoshop
* Understanding of readability challenges in RTS, MOBA or turn-based games, or portfolio work that demonstrates the instinct in any genre
* Experienced working remotely and asynchronously, keeping work moving and ideas clear without relying on real-time communication
* Fluent English, written and spoken
Strong Plus: not required, but they matter
* Hard surface 3D modeling skills with clean topology and optimization best practices
* Experience with UI VFX and implementation in UMG
* Knowledge of rigging, animation principles, and animation blueprint setup in UE5
* Experience with asset customization systems in UE5
* Familiarity with Houdini for procedural art and pipeline tooling
* Proficiency with Adobe Substance 3D Designer
* Experience with Perforce or Git in a game production environment
What We Value
* Ability to protect the visual target without losing production velocity
* Structured thinking and a systems-level mindset
* Clear communication of ideas, decisions, and trade-offs across art and engineering
* Attention to detail: catching micro-errors before they become pipeline problems
* Proactivity in identifying pipeline issues and proposing solutions
* Comfortable working at pace, iteratively, and remotely
Application Process
The selection process consists of two interview stages:
* Personal Interview – To evaluate your motivation, profile, and soft skills, and to introduce you to our project.
* Technical Interview – To assess your technical expertise and discuss the challenges of the role.
If you're excited to shape the visual backbone of our combat simulation experience, send your portfolio and CV to recruitment@neoronin.co with the subject: "Technical Art Generalist".
Note: Applications sent via LinkedIn may not be considered.
Join us on this long-term journey and help us create unique and inspiring universes!