Technical Artist (Unity Lookdev)

We’re building an ultra-realistic character in Unity and need a strong Technical Artist to set up lookdev and achieve a consistent, production-ready visual result.

You will be responsible for creating a high-quality lighting and shading setup, tuning materials, and ensuring the character looks realistic across our target render pipeline.

What you will do:
- Set up character lookdev in Unity (realistic skin/eyes/hair/clothing materials).
- Create and tune a lighting setup (key/fill/rim, HDRI, shadow quality, reflections, exposure/tonemapping).
- Configure and optimize shaders/materials (PBR, SSS/skin, eye shader, hair shader, micro-detail, roughness/spec balance).
- Adjust post-processing (color, bloom, DOF if needed, filmic tonemapping) to get a natural result.
- Ensure visual consistency across camera angles and typical “streaming” framing.
- Deliver a clean Unity scene/prefab with documented settings for future iterations.

Requirements (must have):
- Strong experience as a Unity Technical Artist (lookdev/lighting/materials/shaders).
- Solid understanding of realistic PBR workflows and how to debug shading issues.
- Experience with HDRP or URP (please specify which pipeline you worked with).
- Portfolio showing realistic characters in Unity (screenshots/videos).

Nice to have:
- Experience with realistic skin/SSS workflows (HDRP SSS, custom solutions, etc.).
- Hair rendering experience (cards/strands workflows; shader tuning).
- Optimization mindset (quality vs performance trade-offs).

Deliverables:
- Unity project scene (or a package) with final lighting + post-process + tuned materials/shaders.
- Short setup notes: key settings used, what to tweak, and how to keep consistent results.

To apply, please include:
- Links to 2–3 relevant lookdev examples (Unity).
- Which pipeline you recommend (HDRP/URP) and why.

Your estimate: how many iterations you typically need to reach “final look”.

Start: ASAP

Required languages

Published 6 February
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