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Rivac Labs
Game Development

Unreal Technical Artist

In Unreal, the gap between a placeholder-looking scene and a shippable one is usually material and VFX work — custom materials that read correctly under Lumen, Niagara systems that don't tank frame rate, and procedural content tools that let a small team populate a large world without hand-placing every asset. We build that layer specifically for Unreal's rendering pipeline, tuned against your actual target hardware rather than an editor viewport that's lying to you about real performance. This is for teams whose VFX or materials look right in-editor but fall apart on console or mid-range PC, or who need procedural tools because hand-authoring every prop or biome variation isn't feasible on their timeline. We leave behind materials and tools your artists keep using after we're gone.

How We’d Approach This

A clear, staged plan — not a black box

  1. 1

    Profile current materials and VFX on target hardware to find what's actually costing frame time.

  2. 2

    Build one hero material or Niagara effect (or one procedural generation tool) and validate it on real target devices.

  3. 3

    Review the look and the performance cost with your art director before it becomes the standard for the rest of the game.

  4. 4

    Scale the pattern across the project with documentation for artists to extend it independently.

What You Get

Deliverables from this engagement

  • Custom Unreal materials and Niagara VFX tuned to target hardware
  • Procedural content generation tools for your team to reuse
  • A performance profiling report for target console/PC specs
  • Artist-facing documentation for extending materials/tools

Six Ways We Could Architect This

Different engagement, different build — pick the shape that fits

There’s more than one way to deliver on this service. Browse a few of the ways we’d structure the work, depending on your speed, budget, and integration needs.

Ready to get started?

Tell us what you’re trying to get done and we’ll help you find the highest-leverage place to start — scoped small enough to prove itself before you commit to anything bigger.

Talk to us about Unreal Technical Artist
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