Mid-level Realtime VFX Artist specializing in game engine effects and shaders
Luiz already has a relationship with Reval, so a warm intro from us gets a much better response than cold outreach.
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Real-time VFX artist currently working on Tomo Endless Blue, focused on improving combat feedback and gameplay readability through hit VFX. Experienced in Unity (Shader Graph, VFX Graph, Particle System) and performance-conscious techniques, including replacing heavy particle setups (e.g., falling leaves) with GPU-driven low-poly mesh + shader solutions, iterated through QA/playtests and tracked in Jira.
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