Join Homa Games as a Senior 3D Gameplay Artist to own the visual and motion game feel of gameplay mechanics for a global top-50 mobile title. Leverage your animation, VFX, and Unity expertise to bring engaging player interactions to life from concept to ship.
Homa is a global mobile game developer and publisher creating games people love. We partner with studios and internally develop games, having launched over 80 titles, reached over 2 billion downloads, and seen our game All in Hole break into the global top-50 grossing charts. These are milestones, not the finish line.
With deep expertise in product and technology, we built Homa Lab, our proprietary platform that gives developers the market intelligence, data tools, and game tech, with AI built-in, to find product–market fit fast and scale mass-market games into lasting experiences players enjoy for years.
This is our flywheel: Homa Lab helps studios spot the right ideas early, turn them into games quickly, and reach millions of players. Every launch brings back data and insights that fuel the next hit, making each turn of the loop faster, smarter, and more likely to win. AI supercharges this process, running through everything we do, from everyday tasks to our guiding principles.
What powers the loop is talent density. 220+ people from 30+ nationalities, bringing expertise from the world's best studios and companies. We uphold ambition, curiosity, humility, and focus, and deliver with speed, excellence, and candor.
Since the start, we've raised $165M from Headline, Northzone, Eurazeo, Bpifrance, and the founders of King, Sorare, and Spotify, people who've built and backed the games and platforms we admire, now supporting our drive to create the next ones.
At Homa, we are building the next billion-player experiences from the ground up and shaping the future of entertainment.
Requirements
As a Senior 3D Gameplay Artist (Animation & VFX), you'll play a key role in owning the visual and motion game feel of our gameplay mechanics, from greybox to shipped asset, so that objects read as fun before a player ever touches them. You'll work directly with art direction, game design, and gameplay engineers on All in Hole, a top-50 grossing title, on the elements players interact with most. Your main responsibilities will include:
Own game feel end to end: take a mechanic from greybox and UX blockout through animation, VFX, and final sign-off
Animate gameplay objects by hand: idle, activation, interaction feedback, and state transitions, with real command of timing, weight, anticipation, and follow-through
Build VFX and shaders that land the hit: impact, feedback, and state change that communicate clearly without drowning the read of the object
Translate concept into 3D without losing its soul: match the intent, elevate the charm, and challenge the concept early when the gameplay asks for something different
Iterate directly in Unity: prefabs, colliders, animator state machines, and enough technical range to test your own ideas in minutes rather than hand them off
This is a great opportunity to own the craft that players remember most, on a game already in the global top 50, with no one ahead of you in the queue — the person in this seat sets the bar for how gameplay objects look, move, and feel.
We are looking for someone with around +5 years of experience building 3D core gameplay animations in mobile games, and the humility, curiosity, ambition, and drive to make an impact fast. You're a great fit if you have:
Bonus points if you:
Even if you don't check every box in our requirements, we encourage you to apply. We value diverse perspectives and backgrounds, and we're more interested in your potential and passion than a perfect match to our checklist.
Benefits
At Homa, we prioritize talent, energy, and determination over traditional credentials. We're building a global community of brilliant, driven people who think boldly, act with pragmatism, move fast, and push boundaries. We believe true innovation comes from diverse perspectives, deep collaboration, and curiosity without limits. Our culture is grounded in four core values:
Building great games starts with building a great place to work. Here's what you can expect:
Our HQ in Paris is a vibrant hub of creativity, collaboration, and connection. From rooftop lunches and coffee chats to after-work apéros and community events, we've designed a space people genuinely enjoy — all within a cosy WeWork filled with good energy (and snacks).
We also have incredible team members across Europe — from Spain and Turkey to Germany, North Macedonia, Poland, the UK, and more. Whether you're working from a sunny WeWork in Barcelona or your home setup in Warsaw, you're fully part of our culture. To keep collaboration smooth, we primarily hire within European time zones (UTC to UTC+3). If you're based there — or planning to be — we'd love to hear from you!
- Own game feel end to end: take a mechanic from greybox and UX blockout through animation, VFX, and final sign-off. - Animate gameplay objects by hand, with real command of timing, weight, anticipation, and follow-through. - Build VFX and shaders that land the hit, communicating clearly without drowning the read of the object. - Translate concept into 3D without losing its soul, matching intent and elevating charm. - Iterate directly in Unity: prefabs, colliders, animator state machines, and enough technical range to test ideas. - +5 years of experience building 3D core gameplay animations in mobile games. - Strong 3D animation craft, giving personality and weight to objects. - Strong VFX skills with particle systems and impact effects timed for readability. - A core gameplay brain, understanding design intent and discussing mechanics. - Working fluency in Unity (blockouts, prefabs, animator, state machines). - Genuine shader ability: can write and debug custom shaders. - Fidelity to concept, enhancing it through the 3D pipeline. - Clear visual communication through storyboards and blockouts. - Autonomy and initiative to maintain quality and bring improvements. - Bonus: Can concept ideas, worked with physics-based gameplay, mentored other artists.