Posted 6d ago
Pay
Not stated
Location
Paris
Remote
Skills this role screens for
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About the role
ABOUT VOODOO Voodoo is a consumer tech company founded in Paris in 2013, with one mission: entertain the world. Today we are 1,000 people, generating $1b+ in annual revenue, profitably. Our games and apps have passed 7 billion downloads and reach 200 million+ active users every month, making Voodoo the #3 mobile publisher worldwide in downloads, after Google and Meta. We were backed by Goldman Sachs, Tencent and GBL along the way. TEAM Our Gaming team is made up of hybrid-casual, casual and mid-core experts. Our 'Core' games team supports internal and external studios worldwide in creating, developing and launching new hit games, whilst our 'Live' games team focuses on delivering higher engagement on our existing and successful games. You'll join the Portfolio Games Team (PGT) within Live: a small, tech-first and AI-first team that manages and grows a catalogue of 40+ live mobile games played by millions of users worldwide, with many more titles being onboarded. We own the full lifecycle, from game health monitoring and A/B testing to ASO, release management and live operations. To do this at portfolio scale we are building Sophia, our in-house AI agent that already manages games, runs A/B tests and automates store work across dozens of games. Our goal is simple: take humans out of the repetitive loop so the team can focus on making the product better. ROLE We are looking for a freelance Technical Artist to bridge art and engineering in an AI-first studio. Our development side already moves fast with Sophia; art production is now the bottleneck. Your mission is to set up the conventions, tools and pipelines that let AI generate, check and integrate 2D and 3D assets across our portfolio with minimal human intervention. By Q1 2027 we want Sophia running full art and 3D flows end to end, and you will be key to getting there. You will work day to day with our dev lead and the engineer who owns our AI/Figma/Unity art workflows, and with the art team. - Define art conventions and standards (naming, structure, layout rules for UI, banners and store assets) so that assets can be produced and validated automatically, not hand-polished one by one - Build tools and scripts in art software (Maya, plus Photoshop/Illustrator where useful) that check and fix assets automatically, e.g. validating that 3D meshes are watertight, within poly budgets and correctly set up, so an AI agent can run them as part of a pipeline - Optimise 3D models and meshes (topology, polygon count, UVs, LODs) and textures (compression, sizes, atlases) for mobile, without sacrificing visual quality - Own the Unity import pipeline: import settings, asset post-processors and automation so assets land in our games correctly and consistently - Integrate AI generation tools (image, 3D, animation) into production workflows and evaluate new ones as they appear - Help scale animated assets (e.g. animated store banners and promo visuals) across many games through templates and automation rather than manual work - Debug and fix graphical and performance issues across mobile devices; support shaders, VFX and particles where needed - Document everything so the pipelines keep running and improving after setup PROFILE - 5+ years as a Technical Artist, ideally in mobile games - Hands-on experience using AI in art production (e.g. Scenario, Flux, 3D generation tools, ComfyUI or similar), and a mindset of automating rather than perfecting by hand - Strong understanding of 3D models and meshes and how to optimise them; you don't need to be a 3D modeller, but you know what makes a mesh production-ready - Strong Unity skills: asset import and optimisation, C# scripting for editor tools; Shader Graph/HLSL, VFX and particles are a plus - Experience building tooling for art software, in particular Maya (Python and/or MEL) - Solid grounding in Photoshop and Illustrator: the "art" in technical art matters to us - Good understanding of mo
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