Unreal Engine Tech Artist / Developer

PCVR Archviz Demo โ€” Master Bathroom Remodel (Quest 3 via PC Streaming)

 

We are looking for an experienced Unreal Engine Tech Artist / Developer to build a PCVR architectural visualization demo showcasing a master bathroom + closet remodel.

The experience will be used at a 4-day home show with high demo volume, so stability, performance, and reliability are the top priorities.
The project must be complete by the end of January 2026 (or earlier).

This is not a photorealism showcase โ€” the goal is a clean, neutral, life-size spatial experience that clearly communicates layout and material feel (porcelain vs. wood vs. drywall).

 

๐ŸŽฏ Project Goal

Create a stable, comfortable, PCVR walkthrough that allows users to instantly switch between five versions of the same space:

  • As-built
  • 3 design options
  • Final design

All versions must align perfectly in world space so users can swap designs in place without confusion.

 

โœ… Success Criteria

  • Reliable operation for high-volume demos (up to ~128 sessions over 4 days)
  • Stable 72 FPS in-headset (no stutter spikes in normal use)
  • Simple, fast user flow:
    • Enter as-built โ†’ move/look โ†’ switch version โ†’ repeat
  • Minimal flicker/shimmer and consistent exposure across all variants
  • No overheating or throttling on demo hardware

 

๐Ÿงฐ Technical Constraints

Engine

  • Unreal Engine 5.5.4 (required)

Hardware & Streaming

  • Headset: Meta Quest 3
  • PC: Laptop with NVIDIA RTX 4060 (Laptop GPU)
  • Streaming: Wireless via dedicated GL.iNet AX1900 router
  • Must support and optimize for Virtual Desktop or Steam Link
  • Performance Target: Stable 72 FPS or higher

 

๐Ÿ”’ Core Requirements (Non-Negotiable)

A) Stability-First Baked Lighting

  • Baked Lighting only (Lightmass / GPU Lightmass)
  • Reflections via Reflection Captures (and other lightweight methods)
  • Forward Shading Renderer + MSAA

B) Level Structure (5 Variants)

  • One Persistent Level
  • 5 Streaming Sublevels, one active at a time
  • Each variant has its own baked lighting
  • All variants aligned to identical world coordinates
  • Version switching via Fade-to-Black (no loading UI, no pop-in)

C) VR UX & Interaction

  • Teleport-only locomotion (NavMesh-based)
  • Comfortable Fade-to-Black transitions between versions
  • Simple in-world button console for version switching
  • Home / Reset button to return users to start position

 

๐Ÿงฑ Model & Performance Optimization

Source models are provided in SketchUp (.skp) and require full real-time VR optimization.

Responsibilities include:

  • Fix geometry & UV issues causing baked-lighting artifacts:
    • Light leaks, corner bleeding, seams, blotches
    • Add thickness where needed, close gaps
    • Remove overlaps / coplanar faces
    • Fix normals & face orientation
    • Clean lightmap UVs with proper padding
  • Use UE auto lightmap UVs where possible; manual fixes only where necessary
  • Reduce draw calls:
    • Convert repeated assets to HISM / ISM
    • Consolidate materials where visually acceptable
  • Configure LODs / mesh simplification for heavy assets
  • Simplified collision
  • Maintain VRAM-efficient texture budgets (avoid unnecessary 4K textures)
  • Implement one optimized Planar Reflection for vanity mirror
  • Provide profiling captures in worst-case areas for each variant

 

โš ๏ธ Optimization must not introduce visible defects (missing faces, broken normals, obvious LOD popping).

 

๐Ÿ“ฆ Deliverables

  1. Fully optimized assets
  2. Complete Unreal Engine project folder
  3. Packaged Windows EXE
  4. Operator Guide (1โ€“2 pages) covering:
    • Virtual Desktop / Steam Link setup
    • Recommended bitrate & encoder settings for RTX 4060
    • Trade-show troubleshooting checklist
  5. Final performance validation pass on client hardware using a provided stress-route walkthrough

 

๐Ÿง  Required Experience

  • Proven experience delivering VR Archviz walkthroughs in Unreal Engine
  • Strong expertise in SketchUp โ†’ Unreal (Datasmith) pipelines
  • Deep knowledge of GPU Lightmass & Forward Shading optimization for VR
  • Experience optimizing for Quest streaming via Virtual Desktop or Steam Link
  • Strong debugging mindset and performance profiling skills

 

๐Ÿ•’ Engagement Details

  • Project-based contract
  • Remote collaboration
  • Clear milestones and acceptance criteria
  • Delivery deadline: January 2026 or earlier

Required languages

English B1 - Intermediate
Ukrainian B2 - Upper Intermediate
Published 12 January
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