Additional compensation will come in the form of profit sharing tied to game sales and milestones. Please include your expected monthly salary with your application.
Mudtek specializes in creating immersive multiplayer experiences that bring people together. Our mission is to develop games that foster community, strategy, and social interaction. Our first title, Dimraeth, is a top-down 2D multiplayer RPG featuring a rich, handcrafted world, set for early access in 2026. We believe in crafting worlds where players can collaborate, compete, and create lasting memories through cooperative exploration, competitive strategy, and emergent gameplay.
Mudtek is seeking a senior VFX Artist to own the look and feel of magic in Dimraeth. Your primary focus will be building spell VFX and working directly inside our spell code files to wire effects into gameplay - partnering closely with our lead designer to bring each spell from concept to a polished, in-game ability. This is a full-time remote position and is open to applicants worldwide. This role most likely would start with a temporary contract and pivot to a full time role if we find great value in the work produced.
We're looking for someone senior - a craftsperson who has shipped effects, knows Unity inside and out, and can concept and author the actual VFX artwork themselves. A big part of the role is hand-authoring flipbook animations for spells frame by frame, then bringing them into engine with the right shaders and timing.
You'll also be working inside spell code files, but the scope there is focused: our lead programmer handles structural changes to the spell system itself, and you'll be using existing library functions to rotate objects, enable/disable game objects, set timings, and so on - essentially writing the glue that syncs your VFX to each spell. You won't need to architect systems, but you do need to be comfortable enough in C# to confidently make those edits and iterate with the lead designer until each spell feels right.
If you're the type of artist who gets excited about a good dissolve shader, who has strong opinions about timing curves, and who wants to put your fingerprints all over an indie title from the ground up, this is for you.
Design and build spell VFX as the primary focus - from impact hits to channeled abilities to large area effects
Concept and author flipbook animations for spell effects, frame by frame, and pack them into sprite sheets ready for engine use
Using AI (like Claude) to help work inside spell code files (C#) to sync VFX to gameplay - using existing library functions for rotations, enable/disable, timing, and similar glue work (structural spell-system changes are handled by the lead programmer)
Partner closely with the lead designer on spell feel, iterating until each ability reads clearly and lands with the right weight
Author shaders in Unity Shader Graph for spell effects, environment work, and stylized rendering
Build and maintain UI shaders for menus, HUD elements, tooltips, and interactive interface moments
Optimize effects and shaders for performance across target platforms
Establish and document VFX style guidelines so the visual language of Dimraeth stays consistent as the game grows
Set the bar for visual effects quality across the project
Senior-level experience as a VFX artist with shipped titles (please include reel/portfolio)
Deep proficiency in Unity, with strong command of Shader Graph
Comfortable working in C# at the scripting level - you'll be calling existing library functions to wire effects into spells, not architecting systems
Familiarity with pixel art aesthetics - Dimraeth is a pixel art game, and your VFX needs to sit naturally alongside the existing art without clashing in resolution or style
Ability to concept and hand-author flipbook animations for spell VFX (Photoshop, After Effects, EmberGen, Houdini, or similar) - this is a core part of the role, not a nice-to-have
Demonstrable experience building UI shaders - not just gameplay or environment work
Solid grasp of shader fundamentals: vertex/fragment work, blending modes, performance tradeoffs
Strong sense of timing, readability, and visual hierarchy in effects
Experience with particle systems (VFX Graph and/or Shuriken) and texture authoring for VFX
Comfortable working in a small remote indie team where you'll wear multiple hats
Passion for games, especially indie and multiplayer titles
Self-starter who can own a discipline end-to-end without heavy oversight
Prior experience shipping VFX for a pixel art title
Experience with 2D top-down or stylized rendering
Background in RPGs or games with deep spell/ability systems
Familiarity with technical art workflows (rigging effects, animation events, gameplay hooks)
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