Unity Technical Artist, Event Pipeline
This is the employer's own posting, not a copy on a job board.
What we know
Is it still open?
Confirmed still open
Last checked 1d ago — checked against the employer's own applicant tracking system, which is the company answering directly.
We re-read the employer's own applicant tracking system and the posting was still there. That is the company answering directly.
How old is it?
Posted 4d ago
The date the source published, not the day we noticed it (2026-09-10). Last seen at its source 3h ago.
Is it remote?
Anywhere
That is the location the employer filed this posting under. Quoted as written — we do not re-word the source's own location.
Who may apply?
Available worldwide
The listing is tagged as above, but its own description restricts the role to United States. We show both rather than picking one. Read the ad before applying.
What the ad says
…work from anywhere in the world Health benefits for U.S. and Canadian employees 401K (U.S.) and RRSP (Canada) retirement plans Stock options Unlimited/flexible vacation policy Paid parental leave Gener…
Skills named in the ad
Recognised terms only, from a fixed vocabulary — this is what CV matching compares against.
Carried by 1 source
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lever employer's own board first seen 4d ago · last seen 3h ago
The listing
Help us ship new 3D immersive events and content to the VRChat community, reliably, efficiently, and with a high quality bar.
Join the VRChat team!
We’re building the future of immersive, user-generated worlds, where anyone, anywhere, can connect, play, explore, and express themselves.
We’re looking for a Unity Technical Artist to support VRChat’s live ops events and content pipeline. This role sits at the intersection of art and engineering: you’ll be hands-on in Unity, you’ll write scripts/tools to make publishing more efficient, and you’ll help our events and content ship smoothly across platforms.
You’ll partner closely with artists, designers, and engineers, so creative work moves from “done” to “shipped” without surprises.
What You'll Do
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Own and evolve the end-to-end Unity content pipeline for live ops assets, helping us ship 3D props and content updates with consistency and speed.
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Implement and validate 3D assets in Unity: prefabs, materials, shaders, collisions, LODs, lighting setups, and import settings, with an eye toward performance and reliability.
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Build and maintain tools, scripts, and automation (primarily in C# and Udon) that reduce manual work, prevent common errors, and make publishing repeatable.
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Create lightweight quality gates for content: asset validation checks, naming/structure conventions, performance budgets, and “ready to ship” checklists.
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Debug content and pipeline issues across disciplines, working with engineers on technical constraints and with artists on asset readiness.
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Collaborate with Product Design and Creators partners to ensure content supports the intended user experience and meets our quality bar.
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Document workflows so the whole team can move faster as we scale content volume in 2026.
Who You Are
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You have 3+ years experience as a Technical Artist, Tools Artist, or similar role (or equivalent shipped work).
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You’re deeply comfortable in Unity and understand what it takes to ship real-time 3D content that performs well.
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You can write scripts (most likely C#) and you’ve built tools or automation that helped teams move faster or reduced production risk.
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You understand 3D fundamentals (meshes, materials, textures, lighting, optimization) and can collaborate effectively with artists on asset quality.
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You think in systems and pipelines: you notice recurring failure modes, then design guardrails that prevent them.
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You communicate clearly across disciplines and enjoy being the person who turns ambiguity into a reliable workflow.
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You have a strong ownership mindset: you care about shipping, not just “building a perfect tool someday.”
Bonus Points (Not required, but we’d be excited if you bring any of the following!)
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Experience building editor tooling, import automation, or asset validation pipelines in Unity.
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Familiarity with the VRChat creator toolchain: Unity + VRChat SDK (Worlds/Avatars) + Creator Companion (VCC/VPM)
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Experience building interactivity in VRChat worlds using Udon / UdonSharp (C# that compiles to Udon)
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Familiarity with common VRChat avatar components like PhysBones/Contacts and performance best practices.
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Experience optimizing content for multiple hardware tiers and platforms (PC + mobile constraints, etc.).
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Experience supporting live ops or high-cadence content publishing.
Not sure if you meet every single requirement?
Where You’ll Be
Benefits
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100% Remote – work from anywhere in the world
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Health benefits for U.S. and Canadian employees
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401K (U.S.) and RRSP (Canada) retirement plans
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Stock options
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Unlimited/flexible vacation policy
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Paid parental leave
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Generous holiday schedule
VRChat is an equal-opportunity employer, and we welcome applicants from all backgrounds. VRChat fosters a diverse, creative, and collaborative environment where anyone can contribute to any of the ongoing projects or direction of the roadmap at any time. If you’re a passionate team player who wants to have an impact on a dynamic team, we’d love to hear from you!
All job offers are subject to early stage ID checks, satisfactory referencing and background checks.