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Voodoo

Technical Artist (AI) – Portfolio Games Team – Freelance

Paris

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hirly's read of this role

Seniority
Mid level
Country
FR
Work mode
Remote-friendly
First seen by hirly
1 Oct 2026

Derived automatically from the posting. Upload your resume above to see how the role scores against it.

the posting

About Voodoo

Voodoo is a consumer tech company founded in Paris in 2013, with one mission: entertain the world. Today we are 1,000 people, generating $1b+ in annual revenue, profitably. Our games and apps have passed 7 billion downloads and reach 200 million+ active users every month, making Voodoo the #3 mobile publisher worldwide in downloads, after Google and Meta. We were backed by Goldman Sachs, Tencent and GBL along the way.

Team

Our Gaming team is made up of hybrid-casual, casual and mid-core experts. Our 'Core' games team supports internal and external studios worldwide in creating, developing and launching new hit games, whilst our 'Live' games team focuses on delivering higher engagement on our existing and successful games.

You'll join the Portfolio Games Team (PGT) within Live: a small, tech-first and AI-first team that manages and grows a catalogue of 40+ live mobile games played by millions of users worldwide, with many more titles being onboarded. We own the full lifecycle, from game health monitoring and A/B testing to ASO, release management and live operations.

To do this at portfolio scale we are building Sophia , our in-house AI agent that already manages games, runs A/B tests and automates store work across dozens of games. Our goal is simple: take humans out of the repetitive loop so the team can focus on making the product better.

Role

We are looking for a freelance Technical Artist to bridge art and engineering in an AI-first studio. Our development side already moves fast with Sophia; art production is now the bottleneck. Your mission is to set up the conventions, tools and pipelines that let AI generate, check and integrate 2D and 3D assets across our portfolio with minimal human intervention. By Q1 2027 we want Sophia running full art and 3D flows end to end, and you will be key to getting there.

You will work day to day with our dev lead and the engineer who owns our AI/Figma/Unity art workflows, and with the art team.

Define art conventions and standards (naming, structure, layout rules for UI, banners and store assets) so that assets can be produced and validated automatically, not hand-polished one by one

Build tools and scripts in art software (Maya, plus Photoshop/Illustrator where useful) that check and fix assets automatically, e.g. validating that 3D meshes are watertight, within poly budgets and correctly set up, so an AI agent can run them as part of a pipeline

Optimise 3D models and meshes (topology, polygon count, UVs, LODs) and textures (compression, sizes, atlases) for mobile, without sacrificing visual quality

Own the Unity import pipeline: import settings, asset post-processors and automation so assets land in our games correctly and consistently

Integrate AI generation tools (image, 3D, animation) into production workflows and evaluate new ones as they appear

Help scale animated assets (e.g. animated store banners and promo visuals) across many games through templates and automation rather than manual work

Debug and fix graphical and performance issues across mobile devices; support shaders, VFX and particles where needed

Document everything so the pipelines keep running and improving after setup

Profile

5+ years as a Technical Artist, ideally in mobile games

Hands-on experience using AI in art production (e.g. Scenario, Flux, 3D generation tools, ComfyUI or similar), and a mindset of automating rather than perfecting by hand

Strong understanding of 3D models and meshes and how to optimise them; you don't need to be a 3D modeller, but you know what makes a mesh production-ready

Strong Unity skills: asset import and optimisation, C# scripting for editor tools; Shader Graph/HLSL, VFX and particles are a plus

Experience building tooling for art software, in particular Maya (Python and/or MEL)

Solid grounding in Photoshop and Illustrator: the "art" in technical art matters to us

Good understanding of mobile constraints (performance, memory, draw calls, batching)

Autonomous, pragmatic and deadline-driven: you know when an asset is good enough and move on

Fluent written and spoken English

Nice to have

Python scripting outside art tools (pipelines, batch processing, APIs)

Experience with AI coding tools (Claude Code, Cursor, Codex) and LLM-based agents

Figma, and experience with UI/store assets for mobile games (ASO)

Substance or similar texturing tools; GPU profiling

Original posting on Voodoo's site ↗

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