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[PAID] Unity Technical Artist for Immersive Astronomy Visualization

Hi all,

I’m looking for a Unity technical artist to support an unreleased immersive astronomy experience currently in development.

The initial engagement is focused on creating a high-quality real-time visualization of a complex astronomical structure. The visual needs a convincing sense of depth, layered translucent forms, illumination, internal detail, and subtle motion.


I already have:

  • Existing 3D geometry based on real NASA data and visual reference material

  • An active Unity URP project

  • Early shader, material, and procedural experiments

  • A prototype approach currently being explored

I’m looking for someone who can review the existing work, determine what is useful, and recommend the strongest visual and technical path forward. I’m open to retaining, revising, or replacing the current approach based on your judgment.


Potential work may include:

  • Reviewing the current Unity project, geometry, and visual experiments

  • Establishing a clear visual and technical direction

  • Developing or refining shaders, materials, textures, particles, volumetric effects, or a hybrid solution

  • Improving depth, lighting, motion, structure, and overall visual cohesion

  • Creating a polished hero visualization suitable for presentation footage

  • Integrating the work cleanly into the existing project

  • Advising on real-time performance and future optimization

  • Documenting the approach for continued development

The immediate goal is to create a visually strong representative result, rather than complete every visual element or platform optimization within the first engagement.


The project currently uses Unity and URP and is being developed specifically for XR (Quest 3). The primary near-term target may be a high-fidelity PC-tethered headset build, with possible standalone headset optimization later.


Relevant experience:

  • Strong Unity technical art experience

  • Professional experience developing and optimizing visuals for XR

  • Understanding of stereo rendering, headset performance constraints, spatial scale, transparency, overdraw, and visual comfort

  • Shader Graph or custom shader development

  • VFX Graph, particles, volumetric rendering, or procedural effects

  • Atmospheric, abstract, scientific, or large-scale spatial visuals

  • Strong visual judgment and the ability to propose solutions

  • Experience balancing high visual fidelity with real-time performance

Please include examples of XR work in your portfolio or application.


This is a paid remote contract. I’m open to beginning with a focused paid assessment or prototype milestone before determining the scope of a larger engagement.

Additional project details, reference materials, and current prototypes will be shared privately with selected candidates.


Please send:

  • A portfolio or reel

  • Examples of relevant real-time work

  • A brief description of your Unity and shader or VFX experience

  • Your availability and time zone

  • Your location and whether you currently provide freelance services as an independent contractor, sole proprietor, or business entity

  • Your hourly rate or preferred project-pricing model

  • A brief description of how you would typically approach an engagement like this


Please reply here or contact me at charlene@propermotion.co

Thank you!

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