Tech Artist

Black and White , Posted 1 month ago

Senior

Full time

$2,500 / Month

Remote, Kazakhstan

Black and White is an indie game studio building PC projects with a strong focus on visual style, iteration speed, and modern production tools. We value outcomes over “hours spent” and keep meetings to the minimum.

What are you working on?
  • The name of the project(s): Dragon Shelter
  • At what stage of the project(s)? Demo
  • Genres: Simulation, Role-playing
  • Platforms: PC, Console
Team size and structure?

10

For which tasks (responsibilities)?
  • Set up and maintain rendering pipelines (Unity URP/HDRP )

  • Create and tune materials for a wide range of game assets

  • Work with post-processing to achieve the target visual style

  • Optimize assets and scenes for maximum real-time performance

  • Find the best technical solutions for art goals (quality vs performance trade-offs)

  • Maintain visual consistency across the project (lighting, materials, PP, style rules)

  • Rapid 3D prototyping & processing, mixing classic tools with neural workflows

  • Integrate and operationalize AI tools in the production pipeline (Flux, Tripo, Stable Diffusion)

  • Collaborate closely with programmers, 3D artists, and animators

What kind of professional are we looking for?
  • Experience with Unity (URP/HDRP) or Unreal Engine (Deferred Renderer, Lumen)

  • Solid understanding of the game art pipeline (high-poly → low-poly → texturing → engine)

  • Strong skills in materials/shaders setup inside engines

  • Artistic eye: composition, color, lighting

  • Real-time asset optimization mindset

  • Understanding of rendering principles and shader basics

  • General 3D skills (Blender / Maya / 3ds Max)

  • Shader skills: Shader Graph and/or HLSL

What is important for us in a person?
  • Creativity

  • Understanding of effectiveness

  • Result mindset

Why do we enjoy working here?
  • Creative ownership: You can directly influence rendering, lighting, materials, post-processing, and the overall visual direction.

  • Fast iteration & low bureaucracy: Minimal meetings, clear priorities, quick feedback, and decisions made by the people doing the work.

  • Freedom to experiment: We encourage trying new tech and workflows (including AI-assisted pipelines) when it improves quality and speed.

  • Professional growth: Optional mentorship/consultations with senior specialists (AAA backgrounds) + strong peer collaboration with devs/artists/animators.

  • Result-driven culture: We care about shipped outcomes and measurable impact, not “hours spent online.”

  • Real product impact: Your work immediately affects what players see and feel in-game.

What are the conditions and bonuses?
  • Flexible schedule: You plan your day — we align on goals and deadlines.

  • Remote-friendly: Work remotely

  • Impact-based compensation: After internship/probation — base pay + strong performance bonuses for efficiency and results.

  • Project-based percentage: After internship/probation — an additional percentage tied to project results (discussed individually).

  • Low meeting load: Async-first communication, short calls only when needed.

  • Paid time off & sick days: Provided according to the contract and local regulations (details discussed individually).

  • Business trips / events: Possible occasionally (industry events, meetings) when it makes sense — optional and discussed in advance.

  • Relocation: Not required. If relocation is ever considered, terms are discussed individually.

The selection process
  1. Application review: CV + portfolio (screens/videos, breakdowns of materials/shaders/pipelines/optimization).

  2. Technical interview: Rendering pipeline, materials/shaders, post-processing, performance profiling, and workflow/tooling.

  3. Optional test task (small & relevant): A focused practical task (e.g., material/shader setup, PP profile, optimization pass, or pipeline improvement).

  4. Final call & offer: Compensation structure (base + bonuses + project percentage) and start plan.

What to include in the cover letter (recommended):

  • 2–3 strongest tech-art wins (what you improved, how you measured it).

  • Your main tools (Unity/Unreal, Shader Graph/HLSL, Blender/Substance/Houdini, AI tools if relevant).

  • Links to portfolio + any breakdowns (before/after, profiler screenshots, shader graphs).

Black and White

Company type: indie

Employees: 1-10

Platforms: PC

Genres: Action, Role-playing, Simulation, Strategy

View all vacancies from Black and White
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