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October 27, 2026

Senior Technical 3D Artist (Unity)

Senior • Hybrid

Prague, Czechia

Quick Facts

  • Role: Senior Technical 3D Artist (Unity)

Description

You’ll own the 3D character and bike pipeline end-to-end: set standards, create realistic riders and bikes, rig and animate them, and deliver optimized assets that run smoothly on every platform supported. The role includes PBR material/shader work in Unity URP, pipeline ownership from DCC tools to Unity delivery, and enforcing platform-specific asset budgets. You will also package content efficiently with Addressables/AssetBundles and collaborate with developers and designers.

Responsibilities

  • Create realistic real-time rider avatars (body, clothing, helmets, shoes, accessories) and bikes/equipment (frames, wheels, components, customizable parts)
  • Rig and animate riders and bikes, including cycling animation clips and IK for pedals, handlebars, and saddle contact; retargeting support
  • Build realistic PBR materials and shaders in URP for skin, fabric, carbon, metal, and paint
  • Own the pipeline from DCC tools to Unity delivery: import presets, naming conventions, and asset validation
  • Define and enforce per-platform asset budgets (poly count, LODs, bone count, texture memory, draw calls)
  • Create modular, swappable asset structures (bike parts, clothing variants, colorways)
  • Package and deliver content efficiently with Addressables/AssetBundles
  • Brief, review, and quality-check outsourced assets
  • Collaborate with Unity developers and designers, mentor other artists, and document the pipeline

Requirements

  • 5+ years creating real-time 3D assets for games or apps, with at least one shipped Unity project
  • Portfolio of realistic real-time characters and hard-surface assets, ideally shown in-engine
  • Strong modelling for characters and hard-surface assets (clean topology, UVs, texel density, high-to-low-poly baking)
  • Realistic PBR texturing in Substance 3D Painter
  • Expert in Blender, Maya, or 3ds Max
  • Character rigging and skinning for real-time (bone-count limits, blend shapes, LOD-friendly rigs)
  • Animation experience (keyframed clips, Unity Animator/Mecanim, Humanoid retargeting, IK setups)
  • Deep Unity URP knowledge (materials, Shader Graph, lighting, LOD Groups, prefab variants)
  • Proven multi-platform optimisation for mobile, desktop, and Apple TV (LODs, vertex budgets, texture compression ASTC/ETC2, atlasing, SRP Batcher/GPU instancing)
  • Efficient bundling with Addressables/AssetBundles while controlling dependencies and bundle size
  • Experience defining art pipelines and standards for a team
  • Fluent English

Benefits

  • Team offsites and regular community time (e.g., ROUVY weekends)
  • Year-round indoor cycling competition with prizes
  • Weekly swim session with lane paid for by ROUVY
  • Smart trainer loan for home use
  • Support for personal sporting goals through “Make Your Sports Dream Come True”

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