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!