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VFX & Cinematic Artist

Job in Santa Clara, Santa Clara County, California, 95053, USA
Listing for: Atome
Full Time position
Listed on 2026-08-03
Job specializations:
  • Entertainment & Gaming
    Game & 3D/XR Development
Salary/Wage Range or Industry Benchmark: 100000 - 180000 USD Yearly USD 100000.00 180000.00 YEAR
Job Description & How to Apply Below

Full-time | Game Development | Game Dev | Santa Clara, California, USA

About the Role

We are looking for a unique VFX & Cinematic Artist to own two deeply connected crafts: real-time gameplay VFX for our Unity-based mobile RTS, and high-impact cinematic marketing content (UA ads, trailers) that drives player acquisition.

While this is a hybrid role, we don't expect you to be a 100/100 master of both crafts on day one. If you are a world-class gameplay VFX artist with a strong instinct for cinematic storytelling—or vice versa, we want to talk to you.

Why This Unique Dual Role?

In our pipeline, gameplay and marketing directly feed each other:

  • Game to Ad: The real-time VFX you build in Unity becomes the core visual foundation for our marketing trailers and UA creatives.
  • Ad to Game: The cinematography, pacing, and visual storytelling you hone while creating ads make your in-game effects significantly more impactful and readable.
Our AI Philosophy

AI is a core part of our creative workflow. We actively leverage generative and assistive tools across production—from rapid storyboarding and previs to upscaling and frame interpolation. We aren't looking for someone who simply uses AI; we want an artist who knows how to leverage AI to speed up iteration while knowing when traditional craftsmanship delivers superior quality.

What You'll Do Real-Time Gameplay VFX
  • Design and implement in-game real-time VFX: combat impacts, spell and ability effects, destruction, weather, and particulate atmosphere.
  • Craft custom shaders and materials for effects work — dissolves, distortion, flipbooks, refraction, energy, and elemental looks — and understand the performance cost of every feature you add.
  • Optimize effects, shaders, scenes, and render settings for mobile performance budgets and fast turnaround, without sacrificing visual quality.
Cinematic Marketing Production
  • Produce short game promotion ads end-to-end from storyboard or previz/animatic to final delivery — blocking, camera work, lighting, sequencing, rendering, and handoff.
  • Translate marketing briefs and storyboards into short lists and animatics/previz, then produce them into final video clips.
  • Partner with the Art Director to iterate on promotional creatives based on performance metrics — cut, re-time, re-light, re-cut, ship again.
  • Use AI tools to compress the production cycle — rapid previz and storyboard exploration, generating creative variants for testing, automating repetitive cleanup, and shortening the path from brief to first cut.
  • Evaluate new AI tooling as it lands, and fold what actually works into the team's pipeline. Discard what doesn't.
  • Partner with the Art Director on both in-game content and cinematic work — interpreting the art direction, presenting work for review, and iterating on notes until the effects and the ads hold a single, coherent visual identity.
  • Establish and maintain a consistent visual language so promotional work and in-game effects feel like they belong to the same world.
  • Build reusable templates, material libraries, and effect libraries that shorten the runway on the next campaign or feature.
  • Maintain a clean, organized project structure and clear asset naming so others can seamlessly pick up your work.
What We're Looking For
  • 5+ years of combined experience across cinematic/trailer production and in-game VFX for games. You don't need identical depth in both, but you need real production experience in each — this role cannot be learned from zero on either side.
  • Strong fundamentals in at least one real-time game engine or in-engine cinematic toolset (Unreal, Unity, or a proprietary in-house editor). We care that you understand real-time lighting, sequencing, and rendering — not which logo is on the splash screen.
  • Strong understanding of shader and material authoring using Shader Graph, Amplify Shader Editor, HLSL, or equivalent.
  • Solid understanding of mobile rendering performance and optimization (managing overdraw, shader complexity, and draw calls).
  • Strong understanding of cinematography, composition, pacing, camera language, and lighting.
  • Proficient with DCC tools (Blender, Maya) and post-production software (After Effects, Premiere, or DaVinci…
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