Technical Artist (Italia)

Technical Artist (Italia)

29 ago
|
Bounce Force Studios
|
Italia

29 ago

Bounce Force Studios

Italia

What are you working on?

- The name of the project(s): Project F
- At what stage of the project(s)? Alpha, nearing beta
- Genres: Casual, Card and/or Board
- Platforms: PC, Mobile

Why should candidates come to us?

Who are you? How long have you been on the market?
Bounce Force Studio is an independent game studio focused on creating stylized, character-driven games with strong visual identities. We are a young studio currently building our first major title with a small, international development team.

What are your main projects?
Our primary project is a new anime-style casual game set within a colorful science-fiction universe. The project combines expressive character design, stylish environments, cinematic presentation, and a strong emphasis on visual polish. We are currently expanding the core development team and building the game's technology and art pipeline.

What makes you stand out from other companies?
We are a small team, which means individual contributors have a much larger impact than they typically would at a large studio. Artists and technical specialists are not simply working within an established pipeline — they have an opportunity to help build that pipeline and shape the visual direction of the game itself.

For a Technical Artist, this means having meaningful ownership over the material and shader technology that defines how the game looks. You will work closely with the art and engineering teams and have a direct influence on the final visual quality of the product.

Why is your company stable? If a candidate takes the risk, how will it pay off?
The project has secured external funding, allowing us to move forward with production and continue expanding the team. We are intentionally growing rather than hiring a large team all at once, allowing us to build around experienced specialists and establish a strong production foundation.

Joining at this stage also means getting in early. Candidates who join us will have the opportunity to take ownership of important systems and contribute to decisions that will continue shaping the project throughout development.

What unique approaches/work methods do you use?
We favor a small-team, collaborative development environment with relatively little bureaucracy. Specialists are encouraged to bring their own expertise and ideas rather than simply following predetermined solutions.

We place a strong emphasis on visual quality, iteration, and close collaboration between art and engineering. Our goal is to give each discipline the tools and freedom necessary to do excellent work while keeping communication direct and efficient.

Company or product plans?
Our immediate focus is building the foundation of the game: establishing the art direction, technical pipeline, core systems, and production workflows necessary to move into full development.

As the project progresses, we plan to expand the world, character roster, environments, gameplay systems, and visual technology while continuing to grow the development team with experienced specialists. Our long-term goal is to establish Bounce Force Studio as a developer capable of creating distinctive, high-quality stylized games with a strong focus on character, art direction, and presentation.

For which tasks (responsibilities)?

Responsibilities

What is the main business purpose of this role?
The Technical Artist will be responsible for developing and maintaining the Unity rendering, material, and shader technology that supports Project T's anime-inspired visual style. The role will bridge the art and engineering teams, ensuring assets achieve the desired visual quality while remaining performant and scalable.

Which tasks will a specialist have to solve?

- Develop and maintain custom cel-shaded and anime-style shaders in Unity.

- Create and maintain reusable materials and shader systems for characters, environments, props, and VFX.

- Develop stylized rendering features such as rim lighting, gradients, outlines, fresnel effects, emission, and other anime-inspired techniques.

- Create materials for different surfaces including skin, hair, clothing, metals, glass, holograms, energy, and other sci-fi elements.

- Work with artists to integrate materials and shaders into production assets.

- Identify and resolve rendering, material, and shader issues.

- Optimize shaders and materials for target platforms.

- Profile GPU/rendering performance and identify bottlenecks.

- Establish technical standards and workflows for materials and shaders.

- Build reusable tools and workflows that allow artists to work efficiently without requiring constant technical assistance.

- Collaborate closely with programmers, 3D artists, VFX artists, and art leadership.

- Research and implement new rendering techniques that can improve the game's visual quality.

Responsibilities?

- Own the technical implementation of the project's material and shader pipeline.

- Help establish and maintain the game's visual rendering style.

- Ensure the cel-shaded/anime aesthetic remains consistent across different assets and environments.

- Balance visual quality with performance and memory requirements.

- Support artists in solving technical problems with their assets.

- Document material and shader workflows where appropriate.

- Maintain clean, reusable, and scalable shader systems.

- Participate in visual reviews and provide technical recommendations.

- Help develop new rendering features as the project evolves.

What are the key KPIs?





- Quality and consistency of the game's anime/cel-shaded rendering.

- Successful implementation of required materials and shader features.

- Shader and material performance on target hardware.

- Reduction of rendering-related issues and technical blockers for the art team.

- Reusability and scalability of the material/shader pipeline.

- Ability to deliver technical solutions within production deadlines.

- Effective collaboration between the technical art, art, and engineering teams.

What kind of professional are we looking for?

Professional Skills

What experience is required?

- Professional experience as a Technical Artist, preferably with a focus on materials, shaders, and rendering.

- Proven experience working with Unity and production game projects.

- Experience creating and implementing cel-shaded, toon, or anime-style rendering.

- Experience developing custom materials and shaders for real-time applications.

- Experience working closely with both artists and programmers.

What kind of skills do you need?

- Strong understanding of real-time rendering and the graphics pipeline.

- Strong understanding of PBR and stylized/anime rendering workflows.

- Ability to create and optimize custom shaders and materials.

- Understanding of lighting, shadows, normals, UVs, textures, transparency, emission, and post-processing.

- Ability to troubleshoot visual and technical rendering problems.

- Strong optimization skills, particularly GPU and shader performance.

- Ability to turn artistic requirements into practical technical solutions.

- Good communication and collaboration skills.

What program/tools/language knowledge is required?

- Unity — required.

- Shader Graph — required.

- HLSL — required or strong working knowledge.

- URP — required.

- Git or another version-control system.

- Familiarity with Substance 3D Painter/Designer.

- Familiarity with Blender, Maya, or another 3D package.

- Experience with Unity's Frame Debugger and/or GPU profiling tools is highly desirable.

What English level is required and for what?

- Intermediate English or higher (B1–B2+).

- English is used for day-to-day communication with the international development team, discussing technical requirements, reviewing assets, documenting workflows, and communicating with artists and programmers.

What's a plus for a candidate?

- Experience developing anime, cel-shaded, or stylized games.

- Experience working on mobile or cross-platform games.

- Experience with sci-fi materials and visual effects such as holograms, energy, force fields, holographic interfaces, and emissive materials.

- Experience creating custom toon-lighting models or outline systems.

- Experience with Unity's Scriptable Render Pipeline and custom rendering features.

- Strong GPU optimization and profiling experience.

- Experience building Unity editor tools or technical art tools.

- Experience working on live-service games.

- A strong technical art portfolio demonstrating custom shaders, materials, and real-time rendering work.

What is important for us in a person?

Core Competencies

We are looking for someone who is:

- Detail-oriented — Takes pride in producing polished, high-quality work.

- Reliable — Communicates clearly, meets agreed deadlines, and keeps the team informed of progress.

- Collaborative — Comfortable working with artists, developers, and other team members.

- Open to feedback — Can receive constructive criticism and use it to improve the final result.

- Self-motivated — Able to work independently and manage tasks effectively in a remote environment.

- Problem-solving oriented — Willing to identify issues and propose solutions rather than simply waiting for instructions.

- Quality-focused — Cares about the final product and is willing to refine work when necessary.

- Professional — Maintains respectful and constructive communication with the team.

Company Culture

We encourage a working environment built around respect, transparency, communication, and collaboration.

We value people who are comfortable sharing ideas, asking questions, and speaking up when they see a potential problem. Feedback is expected to go both ways, and strong ideas are welcomed regardless of someone's position on the team.

We also understand that creative work requires iteration. Mistakes and revisions are a normal part of development, and we prefer an environment where people can discuss problems openly rather than hiding them.

Most importantly, we want people who care about what they are creating. We are building an ambitious project as a small team, so enthusiasm, ownership, and pride in the work are highly valued.

Why do we enjoy working here?

Creative Freedom

As a small studio, we offer artists meaningful creative involvement in the development process. While the overall artistic direction and project requirements are established by the studio, we encourage artists to contribute ideas and creative solutions that can improve the final result.

Influence on the Product

Team members have the opportunity to see their work directly influence the finished game.



Artists are not simply producing assets in isolation; their work becomes part of the characters, world, and overall identity of the project.

Clear Management

We prioritize clear expectations, defined responsibilities, and direct communication. Candidates should understand what they are working toward, what quality standards are expected, and how their work fits into the larger production.

Professional Development

We want team members to grow alongside the project. Working in a small team provides exposure to different aspects of game production and opportunities to develop both creative and technical skills.

As the studio grows, we intend to expand responsibilities and opportunities for team members who demonstrate strong performance and a desire to take on greater responsibility.

Interesting Projects

Our goal is to create original games with a strong visual identity and a level of presentation that can compete with much larger productions.

Team members will have the opportunity to contribute to an original IP from an early stage and help establish its visual identity.

Feedback & Collaboration

Regular communication and constructive feedback are an important part of our workflow.

Artists will receive clear feedback throughout production rather than waiting until the end of an assignment to discover that something needs to change. We believe feedback should be specific, respectful, and focused on improving the work.

Long-Term Growth

We are building the studio with the intention of creating a long-term team rather than simply hiring for a single task.

As the project and studio develop, strong contributors will have opportunities to take on more responsibility, contribute to creative decisions, and grow with the company.

What are the conditions and bonuses?

Holidays & Time Off

- 14 paid personal days per year.

- 14 days of paid vacation per year.

- Public holidays are observed according to the applicable employment arrangement and location.

Health Insurance

After completing 90 days with the company, eligible employees receive full health insurance coverage as part of their employment benefits.

Work Arrangement

- Remote work: Available. Team members can work remotely.

- The position is designed for a distributed, international team.

- Candidates are expected to maintain reliable communication and availability during agreed working hours.

Work Schedule

The specific schedule will be agreed upon with the candidate based on their location and role.

We prioritize meeting project milestones and maintaining reliable communication while allowing reasonable flexibility for team members working across different time zones.

Business Travel

Occasional business travel may be possible as the studio and project develop. Any future travel opportunities will depend on project requirements and will be communicated in advance.

Bonuses

Additional performance or project-based bonuses may be offered in the future as the studio grows and project milestones are reached. Any premio structure will be communicated separately and will not be considered guaranteed compensation unless specifically agreed upon.

Office

The position is currently structured as a remote position, so there is no requirement to work from a traditional office.

Relocation

At this time, the position does not include a guaranteed relocation package.

If the studio later requires relocation for a particular role, relocation assistance may be considered and would be discussed and agreed upon separately with the employee.

Our goal is to build a stable long-term team, and we want employment terms and benefits to be clearly communicated rather than making promises we cannot guarantee.

The selection process

Interview Process

Our hiring process is intentionally straightforward and consists of portfolio review followed by one interview.

Stage 1 — Portfolio Review

We first review the candidate's portfolio to evaluate:

- Overall artistic quality.

- Character modeling ability.

- Technical skill and production experience.

- Attention to detail.

- Relevance to the visual quality and requirements of the position.

Candidates whose portfolio matches our requirements will be invited to an interview.

Stage 2 — Interview

There will be one interview with members of the project/studio team.

The interview will focus on the candidate's experience, workflow, communication style, availability, previous projects, and how they approach creative and technical challenges.

Test Task

A test task may be requested when necessary, particularly if we need to evaluate a specific technical skill that cannot be determined from the portfolio.

We aim to keep any test reasonable and relevant to the position. Candidates will be informed of the requirements before beginning.

Decision Timeline

We aim to make hiring decisions as quickly as reasonably possible after the interview, while allowing sufficient time to review the candidate properly.

Candidates will be informed of the outcome once a decision has been made.

Cover Letter

A long cover letter is not required.

If submitting one, we are primarily interested in:

- Why you are interested in the position.

- Your relevant experience.

- What type of work you specialize in.

- Why you believe your skills are a good fit for the role.

- Any relevant information that may not be immediately apparent from your portfolio.

Please prioritize your portfolio. For an art position, the quality and relevance of your work are more important to us than a lengthy cover letter.

📌 Technical Artist (Italia)
🏢 Bounce Force Studios
📍 Italia

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