VFX

VFX in games means real-time effects: explosions, magic, weather and impact feedback, built to run inside a frame budget.

An effect in a game has two jobs. It has to look right, and it has to tell the player something — that a hit landed, that an ability is charging, that a surface is about to give way. Both have to happen in a few frames and in a cost the frame can carry.

The work combines particle systems, shaders, simulation and authored textures, built in Niagara, the Unity VFX graph or an in-house system, with Houdini for simulation and flipbooks.

Timing is shared with combat and gameplay design, cost with technical art and rendering. Real-time VFX is a different craft from offline effects for trailers: there the frame can take as long as it needs, here it cannot. What a portfolio is judged on is readability under pressure, not the single most spectacular explosion in it.

Where these positions are: Barcelona (5 positions), London (4 positions), Kraków (2 positions), Paris (2 positions), Warsaw (2 positions), Wurzburg (2 positions), Berlin (1 position), Frankfurt (1 position), Hasselt (1 position), Kyiv (1 position), Lleida (1 position), Malmo (1 position), Munich (1 position)

Open positions for VFX (26)

All jobs for VFX