Stack & Responsibilities:
- Unity 6000.X.X · URP · iOS + Android · UGUI (Canvas) · Git
- Own URP-on-mobile rendering contract: shaders, materials, render features
- Own stylized fur pipeline: authoring, mesh requirements, runtime cost
- Own UI technical layer: Canvas split, atlas strategy, font strategy, Safe Area discipline, designer hand-off
- Own per-scene performance budgets: draw calls, triangles, texture memory
- Author and maintain technical art documentation: shader catalogue, VFX catalogue, asset preparation guides
- Pair with Art Director and Game Design to translate creative intent into mobile-feasible specifications
- Use and document AI tools (Claude, ChatGPT, Gemini) to optimize workflow and create documentation
Requirements & Nice to Have:
- Stylized optimized fur in URP on mobile under skeletal animation without artifacts; knowledge of URP-viable fur techniques (cost, visual range, asset requirements); implementation via shader code, Shader Graph, or both; hand-tunable parameters (e.g. shell count, falloff)
- Resolution- and aspect-ratio-independent layouts across iOS/Android phones and tablets; Safe Area discipline: notches, Dynamic Island, gesture bars; Anchor/Pivot/Layout Group discipline; Canvas hierarchy and render mode design with draw-call batching and CPU rebuild trade-offs understood; UI atlas and TextMeshPro/SDF font strategy
- Animator controllers, layers, blend trees; ability to debug mis-blends and transition timing; Unity Timeline for cutscenes and scripted sequences; DOTween for code-driven UI and object animations
- Mobile frame budgets (CPU, render thread, GPU) for 60 and 30 fps; profiling with Unity Profiler and Frame Debugger; SRP Batcher, GPU Instancing, static/dynamic batching
- Nice to have: Shuriken VFX · Editor tooling (inspectors, property drawers, build scripts) · Addressables · localization-aware UI · stylized casual/cozy rendering · C# · technical writing
