Technical Artist

Min/Max
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Posted
October 13, 2025
Contract
Anywhere
Remote
$40–60/hr

🔩 The Gig

We’re looking for a technical artist fluent in Unity’s render pipeline to help evolve our stylized, low-resolution rendering workflow. You’ll live inside URP—building and tuning custom render passes, shaders, and tooling that let engineering and art push new visual features without breaking performance or workflow.

This role blends shader authoringrender pipeline engineering, and content-friendly tooling. We need someone who can quickly read third-party source, refactor it, and ship reliable features that survive production realities.

It’s a long-term collaboration with serious influence over how our game looks and how the team builds it.

👩🏻‍🏫 The Requirements

☑️ Expert-level Unity knowledge (URP, ScriptableRenderPass, RenderGraph)

☑️ Comfortable diving into third-party rendering code, debugging with Frame Debugger / RenderDoc, and extending it safely

☑️ Strong HLSL / ShaderGraph chops, including multi-pass shaders and pipeline keywords

☑️ Proven ability to build artist-friendly tooling (custom inspectors, scene diagnostics, validation scripts)

➕ Experience with pixel-art or low-res rendering pipelines

➕ Familiarity with performance profiling across PC & console targets

➕ Background collaborating with both engineers and content teams on shared tech

💰 The Contract

  • Freelance/contract with room to scale into a longer engagement
  • Open to negotiation in the $40–60/hr range, based on depth of rendering experience

🖼️ The Mood

We’re building a stylized pixel art game that leans on a 3D to pixel art pipeline, built on Unity's URP, with custom ShaderGraphs that leverage low-res render passes. We need someone comfortable enough with URP to create and modify those passes, and author shaders derived from them. That’s where you come in!

We’re early enough that the right technical artist can shape our rendering roadmap: deciding how we extend URP, how artists author assets, and how we keep the pipeline stable as the project grows.

🗳️ How To Apply

Share a portfolio demonstrating prior Unity rendering work (custom passes, shaders, tools). Case studies or projects where you extend third-party packages or shipped stylized pipelines are a big plus.

If selected, we’ll follow up with a short (paid) technical screen focused on extending an existing render feature.

You can catch role updates in our Discord under #hiring.

🛠 Trial Project

We include a short render-pass extension assignment to compare candidates fairly. It’s a fixed $250 engagement (about 6–8 hours) and mirrors the kind of iteration you’d do with us. Brief will be provided to selected applicants.

About
Min/Max

We’re a remote indie crew building our first title. Learn more about the team and the aesthetic of the game on our Linktree.

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