Game Technical Artist
Listed on 2026-11-07
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Entertainment & Gaming
Entertainer / Performer / Host
We've set the standard in kids entertainment. Come help us raise it. We're Lingokids, the #1 entertainment platform for young kids. Most kids content is designed to capture attention. We create experiences little ones genuinely love. Everything we make is created in-house to be seriously fun, with the good stuff built in from the very beginning. We're KidSAFE certified, completely ad-free, and committed to giving families entertainment they can trust, with no compromise.
Ever. 20 million kids come back to us every single month, and we’ve earned more than 50 awards along the way. Now we're going after something bigger: becoming the go-to entertainment destination for kids everywhere, and changing what content looks like for the generation growing up on it. You in? Keep on reading.
A hands-on technical artist who owns the path from finished 2D art and animation to working assets in Unity. They build the tools, standards, and validation that make handoffs reliable, keep templates and IP reskins fast, and help the team adopt AI-assisted workflows where they genuinely help. As Technical Artist, you will own the tooling and standards behind this journey. You'll work directly with discipline leads and Engineering to cut manual work, catch integration errors early, and make sure assets look and behave in playable builds as intended.
Evaluate the art and animation pipeline and technical stack, identify visual or creative requirements that existing workflows cannot support, and propose practical solutions or alternatives that align with production constraints. Build and maintain tools:
Write practical scripts, exporters, importers, and validation checks that remove repetitive work. Define asset standards:
Set conventions for structure, naming, export settings, versioning, and "ready for implementation" criteria. Own Unity asset setup:
Define how visual assets and animations are integrated efficiently in Unity, including prefabs, reusable configurations, and animation integration. Validate in builds:
Check that assets look and behave correctly on device, and diagnose visual defects, integration issues, and mobile performance problems. Keep the pipeline healthy:
Find bottlenecks, trace recurring issues to their root cause, and fix them across Art, Animation, Design, and Engineering. Enable reuse:
Structure assets, rigs, animations, and setups so they carry across games, levels, and IP reskins with minimal rework. Evolve the workflow:
Evaluate new tools and pipeline changes, including our exploration of a move from Adobe Animate to Spine, and help teams adopt them. Introduce AI-assisted workflows:
Identify where AI tools can safely speed up production, pilot them with the team, set guardrails for quality and licensed-IP use, and document what works. Document and support:
Write clear documentation, train colleagues, and make tools usable by people with different levels of technical confidence.
Hands-on experience integrating 2D art and animation into Unity for shipped or production-ready games. Experience with node-based shader editors (e.g., Amplify Shader Editor, Shader Graph), including creating custom shaders and effects tailored to the creative needs of each project. Solid understanding of Unity’s different render pipelines, including their capabilities, limitations, and appropriate use cases. A solid grasp of 2D asset and animation pipelines, such as preparing layered art (e.g. PSD or Animate files) for export, sprite or skeletal animation, and atlas packing.
Scripting ability to automate real production problems. We care more about how you solve them than which language you use. C# for Unity editor tooling is most relevant, and Python or similar for external…
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