Job Description
Job Description
Job Title: Unity Look-Dev Artist.
\nDepartment: Immersive Technologies
\nLocation: Vapi, Gujarat
\nReports To: XR Lead
\nExperience: 4–6 Years
\nJob Purpose:
\nTo own the in-engine look development of immersive surgical training modules by assembling 3D assets, configuring materials, lighting, environments, post-processing, cameras, and training UI within Unity. The role will ensure that art assets are correctly integrated, visually consistent, performance-optimized, and delivered as development-ready Unity scenes for implementation by Unity developers and simulation engineers.
\nKey Responsibilities:
\n1. Unity Look Development & Scene Creation
\n- \n
- Build, configure, and maintain Unity scenes for immersive surgical training modules. \n
- Assemble 3D environments, surgical instruments, robotic components, anatomical assets, and supporting elements into production-ready scenes. \n
- Configure scene hierarchy, prefabs, transforms, cameras, lighting, materials, and environmental settings. \n
- Establish reusable Unity scene templates and master configurations for different training modules. \n
- Maintain visual consistency across multiple simulation modules and environments. \n
2. Lighting & Environment Development
\n- \n
- Design and implement realistic lighting setups for operating-room and surgical training environments. \n
- Create and maintain master lighting rigs suitable for different training scenarios. \n
- Configure real-time and baked lighting workflows based on project requirements. \n
- Optimize lighting quality while maintaining target workstation GPU performance. \n
- Evaluate scenes under different camera positions, viewpoints, and training conditions. \n
- Ensure adequate visual clarity for surgical instruments, anatomy, UI elements, and critical training information. \n
3. Materials & Rendering Setup
\n- \n
- Import and configure materials and textures produced by 3D Texturing and Look-Dev teams. \n
- Validate PBR materials, shaders, normal maps, smoothness/roughness, metallic, AO, and other texture channels within Unity. \n
- Configure material properties to achieve the required visual quality and physical appearance. \n
- Identify and resolve material, shader, texture, and rendering issues during asset integration. \n
- Support the development and maintenance of standardized material and rendering workflows. \n
4. Asset Integration & Art-to-Engine Pipeline
\n- \n
- Import and configure models, textures, animations, prefabs, and other art assets within Unity. \n
- Identify and correct common integration issues related to scale, orientation, pivots, transforms, hierarchy, materials, and asset settings. \n
- Ensure assets comply with established art-to-engine standards before integration into training modules. \n
- Maintain proper prefab and scene discipline for efficient development and future updates. \n
- Coordinate with 3D Modeling, Sculpting, Texturing, and Technical Art teams to resolve asset-related issues. \n
5. Training UI & HUD Implementation
\n- \n
- Design and implement training-oriented UI layouts within Unity. \n
- Create and configure: \n
- Training HUDs \n
- Menus \n
- Instruction panels \n
- On-screen guidance \n
- Labels and indicators \n
- Progress and status elements \n
- Basic interaction interfaces \n
- • Ensure UI is visually consistent with the overall simulator experience. \n
- • Ensure instructional UI remains readable and accessible at relevant training distances and screen resolutions. \n
- • Work with UX/UI designers and Unity developers to implement approved UI designs. \n
- • Maintain reusable UI prefabs and layout components where required. \n
6. Scene Performance & GPU Optimization
\n- \n
- Profile Unity scenes to identify GPU and rendering performance bottlenecks. \n
- Optimize lighting, materials, textures, shaders, post-processing, draw calls, and scene complexity. \n
- Work within defined workstation GPU and memory budgets. \n
- Collaborate with Technical Artists, Unity Developers, and Simulation Engineers to resolve performance issues. \n
- Balance visual fidelity with real-time performance requirements without compromising critical training elements. \n
7. Post-Processing & Visual Effects
\n- \n
- Configure appropriate post-processing effects for immersive surgical environments. \n
- Tune exposure, color grading, ambient effects, bloom, depth-related effects, and other approved visual treatments where applicable. \n
- Ensure post-processing supports visual clarity and realism without negatively affecting performance. \n
- Maintain consistent visual treatment across different training modules. \n
8. Cross-Functional Collaboration
\n• Work closely with:
\n- \n
- XR / Simulation Lead \n
- Unity Developers \n
- Technical Artists \n
- 3D Modelers \n
- Sculpting Artists \n
- Texturing Artists \n
- UI/UX Designers \n
- Simulation Engineers \n
- Clinical SMEs \n
- • Participate in art pipeline reviews, scene reviews, and development planning meetings. \n
- • Communicate technical dependencies, integration issues, and performance concerns proactively. \n
- • Incorporate artistic, technical, clinical, and usability feedback into scene development. \n
9. Dev-Ready Scene Quality & Handoff
\n- \n
- Establish and enforce an art-to-engine handoff checklist for every training module. \n
- Conduct quality checks before scenes are handed over to Unity developers for module implementation. \n
- Verify: \n
- Asset scale and orientation \n
- Prefab structure \n
- Scene hierarchy \n
- Materials and textures \n
- Lighting \n
- Cameras \n
- UI layout \n
- Performance \n
- Naming conventions \n
- Asset dependencies \n
- • Sign off scenes as development-ready once defined quality and performance requirements are met. \n
- • Maintain quality standards without unnecessarily delaying development delivery. \n
10. Version Control & Documentation
\n- \n
- Maintain Unity scenes, prefabs, materials, UI assets, and related files using Git/Git LFS or the approved version-control workflow. \n
- Follow project naming conventions, folder structures, scene organization, and asset management standards. \n
- Document scene configurations, lighting setups, performance considerations, and known dependencies where required. \n
- Ensure changes are traceable and maintainable throughout the project lifecycle. \n
11. Innovation & Continuous Improvement
\n- \n
- Explore new Unity rendering, lighting, shader, UI, and look-development techniques. \n
- Contribute to improving the visual quality and performance of the surgical training simulator. \n
- Stay updated with developments in Unity, real-time rendering, technical art, XR/VR/AR, serious games, and simulation. \n
- Develop reusable scene templates, lighting rigs, materials, prefabs, and workflows to improve production efficiency. \n
Qualifications and Experience:
\n- \n
- Diploma / Bachelor's degree / equivalent qualification in Game Art, 3D Design, Animation, Computer Graphics, Multimedia, Visual Effects, or a related field. \n
- 4–6 years of professional experience in Unity Look Development, Technical Art, Environment Art, or real-time 3D production. \n
- Strong professional experience working with Unity. \n
- Deep experience in at least one Unity rendering pipeline: URP or HDRP. \n
- Strong understanding of real-time lighting, materials, rendering, scene management, and optimization. \n
- Experience implementing UI within Unity. \n
- Experience with prefab, scene, hierarchy, and asset management workflows. \n
- Experience working within a multi-disciplinary art and engineering pipeline. \n
- Experience in surgical simulation, medical visualization, serious games, gaming, XR/VR/AR, or digital-twin projects will be an added advantage. \n
Skills and Competencies:
\n- \n
- Strong proficiency in Unity and real-time 3D workflows. \n
- Strong understanding of URP or HDRP and real-time rendering principles. \n
- Strong lighting and environment look-development skills. \n
- Good understanding of PBR materials and shader configuration. \n
- Strong understanding of Unity scene and prefab organization. \n
- Good understanding of Unity UI systems and layout principles. \n
- Ability to configure and optimize post-processing effects. \n
- Understanding of GPU profiling and real-time performance optimization. \n
- Basic knowledge of Shader Graph is an advantage. \n
- Working knowledge of Git / Git LFS. \n
- Strong visual judgment and attention to detail. \n
- Ability to balance visual quality, usability, and technical performance. \n
- Strong communication and cross-functional collaboration skills. \n
- Ability to establish quality gates while maintaining development velocity. \n
- Passion for immersive technologies, simulation, digital art, robotics, and medical technology. \n
Key Performance Indicators (KPIs):
\n- \n
- Visual quality and consistency of Unity training scenes. \n
- Timely delivery of development-ready scenes. \n
- Compliance with art-to-engine integration standards. \n
- Accuracy of asset scale, orientation, materials, lighting, and scene setup. \n
- Quality and usability of training HUDs and instructional UI. \n
- Unity scene performance against defined workstation GPU targets. \n
- Successful identification and resolution of rendering and integration issues. \n
- First-pass acceptance rate of scenes handed over to Unity development teams. \n
- Quality and reusability of scene templates, lighting rigs, prefabs, and workflows. \n
- Effective collaboration with art, engineering, clinical, and simulation teams. \n
- Contribution to improving the overall visual quality, usability, and performance of the immersive surgical training platform. \n