Senior 3D Gameplay Artist (España)

Senior 3D Gameplay Artist (España)

04 ago
|
PVH (Tommy Hilfiger/Calvin Klein)
|
España

04 ago

PVH (Tommy Hilfiger/Calvin Klein)

España

ppHoma is a global mobile game developer and publisher creating games people love. We partner with studios and internally develop games, having launched over 80 titles, reached over 2 billion downloads, and seen our game All in Hole break into the general top-50 grossing charts. These are milestones, not the finish line. With deep expertise in product and technology, we built Homa Lab, our proprietary platform that gives developers the market intelligence, data tools, and game tech, with AI built-in, to find product-market fit fast and scale mass-market games into lasting experiences players enjoy for years. This is our flywheel: Homa Lab helps studios spot the right ideas early, turn them into games quickly, and reach millions of players. Every launch brings back data and insights that fuel the next hit, making each turn of the loop faster, smarter, and more likely to win. AI supercharges this process, running through everything we do, from everyday tasks to our guiding principles. What powers the loop is talent density. 220+ people from 30+ nationalities, bringing expertise from the world's best studios and companies. We uphold ambition, curiosity, humility, and focus, and deliver with speed, excellence, and candor. Since the start, we've raised $165M from Headline, Northzone, Eurazeo, Bpifrance, and the founders of King, Sorare, and Spotify, people who've built and backed the games and platforms we admire, now supporting our drive to create the next ones. At Homa, we are building the next billion-player experiences from the ground up and shaping the future of entertainment. /ppAs a Senior 3D Gameplay Artist (Animation VFX),



you'll play a key role in owning the visual and motion game feel of our gameplay mechanics - from greybox to shipped asset - so that objects read as fun before a player ever touches them. You'll work directly with art direction, game design, and gameplay engineers on All in Hole, a top-50 grossing title, on the elements players interact with most. /ph3Your main responsibilities will include: /h3ulliOwn game feel end to end: take a mechanic from greybox and UX blockout through animation, VFX, and final sign-off /liliAnimate gameplay objects by hand: idle, activation, interaction feedback, and state transitions, with real command of timing, weight, anticipation, and follow-through /liliBuild VFX and shaders that land the hit: impact, feedback, and state change that communicate clearly without drowning the read of the object /liliTranslate concept into 3D without losing its soul: match the intent, elevate the charm, and challenge the concept early when the gameplay asks for something different /liliIterate directly in Unity: prefabs, colliders, animator state machines, and enough technical range to test your own ideas in minutes rather than hand them off /li /ulpWe are looking for someone with around +5 years of experience building 3D core gameplay animations in mobile games, and the humility, curiosity, ambition, and drive to make an impact fast. /ph3Requirements /h3ulli3D animation craft: hand-keyed work that gives personality and weight to objects that aren't characters,



grounded in animation fundamentals rather than tooling /liliStrong VFX skills: particle systems and impact effects timed to reinforce readability, not decorate it /liliA core gameplay brain: you're a gamer, you read design intent off a prototype, and you can hold a real conversation with designers about why a mechanic is or isn't fun /liliWorking fluency in Unity: blockouts, prefabs, animator and state machines, and the technical range to unblock yourself /liliGenuine shader ability: you can write and debug your own, not just wire up existing ones /liliFidelity to concept: you hit the intent of a concept closely while making it better through the 3D pipeline /liliClear visual communication: storyboards and blockouts that get every stakeholder seeing the same outcome before work starts /liliAutonomy and initiative : you hold a quality bar without it being checked for you, and you bring the unrequested improvement alongside the requested one /li /ulh3Bonus points if you: /h3ulliCan concept the idea yourself and push it forward /liliHave worked with physics-based gameplay /liliHave mentored or reviewed other artists' work /li /ulpEven if you don't check every box in our requirements, we encourage you to apply. We value diverse perspectives and backgrounds, and we're more interested in your potential and passion than a perfect match to our checklist. /ph3Our Culture /h3pAt Homa, we prioritize talent, energy, and determination over traditional credentials. We're building a global community of brilliant, driven people who think boldly, act with pragmatism, move fast, and push boundaries. We believe true innovation comes from diverse perspectives, deep collaboration, and curiosity without /p /p #J-18808-Ljbffr

📌 Senior 3D Gameplay Artist (España)
🏢 PVH (Tommy Hilfiger/Calvin Klein)
📍 España

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