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Principal/Senior VFX Artist
- Remote from
- Cyprus
- Salary
- Undisclosed
- Department
- Creative & Design
- Employment
- Full Time
- Experience
- Senior
- Published
- Apply before
- 11 Dec 2026
- Listing views
- 27
- Application actions
- 2
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About this role.
HyperHug is an international game development studio specializing in the shooter genre. Our main office is based in Cyprus, but our talented team works remotely from around the world. We’re developing Oxide: Survival Island, an immersive multiplayer survival shooter for mobile platforms, and we’re always looking for motivated individuals who want to grow with us, contribute their creativity, and help shape the future of our games.
We’re looking for a Senior VFX Artist to create high-quality, realistic visual effects for weapon skins and other game content. You’ll own the full VFX pipeline — from developing an effect concept to preparing it for integration.
What You’ll Be Doing:
Create mobile-optimized VFX, including effects for weapon skins.
Develop effect concepts based on the provided theme, models, animations, and initial ideas.
Own the full VFX pipeline, from defining the scope to preparing the final effect for integration.
Create shaders, create and improve other gameplay and environmental effects across the project.
Why You’ll Enjoy Working With Us:
We provide all the software, plugins, AI tools, and asset libraries you need for your work.
High autonomy: we trust your expertise and don’t micromanage
Space for bold ideas: create striking VFX that go far beyond standard muzzle flashes and hit impacts.
What We Expect From You:
3+ years of professional experience as a VFX Artist in GameDev.
A strong portfolio featuring VFX from realistic game projects.
Extensive experience in Unity.
Solid understanding of mobile optimization.
Bonus If You Have:
Experience creating VFX for cosmetic content (e.g. weapon skins).
What We Offer:
Competitive salary.
Remote work format.
A passionate and supportive team that values creativity and ownership.
Opportunities for professional growth.
A culture built on initiative, transparency, and collaboration.
Annual salary information is not provided for this position. Explore salary ranges for similar roles in our Salary Directory ›
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Role DNA
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Pace & Pressure
4/5Autonomy Level
5/5Communication Load
3/5Salary analysis
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Core skills
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Sample interview questions
I begin by identifying the effect's gameplay purpose and performance budget. I use efficient textures, controlled particle counts, simple shader operations, LOD strategies where appropriate, and profiling in target hardware conditions to preserve both readability and frame rate.
I review the theme, weapon model, animation states, and integration constraints, then develop reference material and a clear effect concept. After building particles, materials, shaders, and timing, I test the effect in context, optimize it, gather feedback, and prepare a documented final asset for integration.
I monitor overdraw, particle count, draw calls, texture memory, and shader complexity using Unity profiling tools. I reduce expensive transparency, reuse materials and atlases, avoid unnecessary simulation, and validate performance on representative mobile devices.
I prioritize gameplay hierarchy, contrast, timing, and silhouette over visual noise. Effects must communicate impact and direction quickly, so I test them against typical environments, lighting conditions, and combat scenarios before refining secondary detail.
I translate broad direction into a concise scope that defines the visual goal, technical risks, required assets, and milestones. I create an early prototype for alignment, iterate with stakeholders, and then finalize an optimized effect with clear implementation notes for the team.
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