Senior 3D Gameplay Artist - Generalist
Homa • United Kingdom • Poland
Posted: September 25, 2026
Job Description
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.
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...As a Senior 3D Gameplay Artist, you'll own gameplay objects end to end on All in Hole, our top-50 grossing title. You'll take a mechanic from rough greybox to a shipped, playable build that looks and feels fun. You'll work directly with game designers, gameplay developers and art direction in a lean team where one person really does own the result.
Your main responsibilities will include:
- Prototype mechanics with design: block out the idea in 3D, rebuild enough of the core experience to test it in context, and push the concept forward when the gameplay asks for something different
- Bring objects to life: model, animate, and add VFX and colour so that every idle, activation, impact and state change feels satisfying, with real command of timing, weight and anticipation
- Implement and iterate in Unity: prefabs, animator state machines and colliders, working hand in hand with gameplay developers to get your work into the build at quality
- Solve problems out loud: spot technical constraints early and propose the alternative
- Use AI to go further: bring AI tools into your pipeline to move faster and take on work beyond your original specialty
This is a rare seat: you'll own the craft players touch most, on a game already in the global top 50, with the freedom to set the bar for how gameplay objects look, move and feel.
Requirements
We're looking for someone with years of experience building 3D assets for core gameplay in games, who has covered most of the pipeline from blockout to in-engine. You're a great fit if you have:
- A gameplay brain: you're a gamer, you read design intent from a prototype, and you can explain the why behind every choice you make: when an animation triggers, why it lasts that long, why it's fun
- 3D animation craft: hand-keyed work that gives personality and weight to objects that aren't characters, grounded in animation fundamentals rather than tooling
- Strong VFX skills: particle systems and impact effects timed to reinforce readability, not decorate it
- Taste and game feel: your animation, timing, VFX and colour give personality and satisfying weight to objects that aren't characters, and your work makes people smile before they touch it
- Range across the pipeline: comfortable modelling, animating and building effects, and happy to go wherever the mechanic needs you rather than staying in one slice
- Hands-on Unity skills: blockouts, prefabs, animator state machines, and enough technical range to unblock yourself and test your own ideas quickly
- Real AI experience: you've tried AI tools in your own 3D work, whether for modelling, retopology, textures or anything else, and you can tell us what actually works, what doesn't, and why
- Ownership and speed: you start from a loose brief without waiting for a detailed spec, iterate fast, and bring the unrequested improvement alongside the requested one
- Clear communication: you flag problems early, show your intent through blockouts or quick visuals, and take feedback without losing momentum
Bonus points if you:
- Can concept ideas yourself and turn them into 3D
- Have worked on physics-based gameplay
- Come from a small team where you did a bit of everything
Even if you don't check every box, we encourage you to apply. We care more about your potential, taste, and drive than a perfect match to our checklist.