**Responsibilities**
Design, build and maintain the character shader pipeline in UE5, in experimental collaboration with the art director.Develop and iterate on a modular, artist-friendly Material system in Unreal's Material Editor and HLSL, enabling the Art Team to work efficiently without deep shader knowledgeCreate and maintain PBR-compliant materials for environment assets (props, architecture, terrain) that integrate cleanly with the stylized character aestheticEstablish and document material/shader standards and best practices for the studio pipelineProfile and optimize shader complexity for both PC and mobile targets — collaborating with engineering on GPU budget and draw call managementSupport the Art Team with shader-related technical issues, material instance setup, and texture workflow (channel packing, normal map conventions, etc**Qualifications**
Demonstrated experience shipping or contributing to an anime-style gameExperience with anime shading techniques like CEL-shading, Rimlights, stylized rendering, PBR workflows, etc..Solid understanding of PBR principles and how to blend physically-based workflows with non-photorealistic goalsProficiency with texture creation and optimization for games: channel packing, texture atlasing, compression formats, mip strategiesExperience profiling and optimizing shaders and materials for performance on both desktop and mobileGood communication skills — able to explain technical constraints to artists and translate art direction into shader requirements**How to Apply**
Send a mail at careers@kiagu.com with SSTACES in your subjectline, containing your CV, portfolio, earliest availability and your yearly salary expectation for fulltie (40hrs/week)