Software Engineer
Build terrain, foliage, and particle systems from scratch for a simulation game reboot
Reboot a beloved and unique simulation game IP as part of a small dedicated team. Write terrain, foliage, atmospherics, volumetrics, and particle systems from scratch. Work with URP/SRP dark arts and fell workings in an opinionated codebase that largely sidesteps standard Unity stuff.
Why This Role?
Reboot a beloved and unique simulation game IP as part of a small dedicated team
Key Responsibilities
- Write terrain systems from scratch
- Develop foliage and vegetation systems
- Create atmospherics and volumetrics effects
- Build particle systems from scratch
- Implement URP/SRP rendering techniques
- Work within an opinionated codebase that avoids standard Unity patterns
Requirements
- Experience writing terrain systems from scratch
- Proficiency with foliage and vegetation systems
- Knowledge of atmospherics and volumetrics
- Particle system development expertise
- Strong URP/SRP rendering skills
- Comfort working with opinionated, non-standard Unity codebases
Required Skills
Indonesia Context
- Working Hours Overlap:
- Flexible — work your own hours
View Original Description from HN Who is Hiring
Original description from HN Who is Hiring
secret | REMOTE | Contract to full time | Any country I need an experienced Unity graphics specialist to reboot a beloved and unique simulation game IP as part of a small dedicated team. You are comfortable writing terrain, foliage, atmospherics, volumetrics, particle system from scratch, along with more typical URP/SRP dark arts + fell workings. You are OK with an opinionated codebase that largely sidesteps standard Unity stuff. Apply by: e-mailing me at (my first name) at theengine.co
Openness not stated by employer — check the listing
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