Authored by
on
The integration spine of the project. Own the systems the art plugs into — sequencer structure, show-control/trigger hooks, runtime-drivable material and lighting parameters, performance, and build hygiene — and make sure vendor-built content slots cleanly into the client's master sequencer. This is the seat that proves the pipeline works.
What you'll do
- Own UE5 sequencer authoring and structure so content is callable by a master sequencer
- Build and integrate with client-provided hooks and external trigger layers (e.g. OSC)
- Make material, lighting and time-of-day parameters runtime-drivable
- Own performance profiling and optimisation against the frame budget
- Maintain Perforce/build hygiene and a clean, deliverable project structure
- Interface with the client's technical team on integration conventions
You'll need
- Senior technical art / UE generalist background with real-time delivery
- Sequencer, Blueprints, material systems, and performance profiling in UE5
- Integrating with external control/trigger systems (OSC, show control, or similar)
- Strong Perforce and team-pipeline discipline
- Able to bridge art and engineering
ABOUT SPUNGE GAMES
Spunge Games is an independent digital studio based in Brisbane, Australia. With expertise spanning game development, animation, digital production and interactive experiences, the studio creates original and engaging content across mobile, PC, VR and other digital platforms and is best known for the global mobile hit Faily Brakes.
We are offering freelance opportunities with an immediate start. Preference will be given to applicants based in Australia and the US/Canada West Coast or able to work within AEST or PST time zones.
If you’re interested in this opportunity and would like to join the Spunge team, please send your cover letter, current CV and a link to examples of your work to jobs@spungegames.com