About the role
<div class="content-intro"><h2>WHAT MAKES US EPIC?</h2> <p>At the core of Epic’s success are talented, passionate people. Epic prides itself on creating a collaborative, welcoming, and creative environment. Whether it’s building award-winning games or crafting engine technology that enables others to make visually stunning interactive experiences, we’re always innovating.</p> <p>Being Epic means being a part of a team that continually strives to do right by our community and users. We’re constantly innovating to raise the bar of engine and game development.</p></div><h2>ART</h2> <h3><strong>What We Do</strong></h3> <p>Push your artistic talent to the limit on a team of world-class environment, character and concept artists who strive to innovate and inspire.</p> <h3><strong>What You'll Do</strong></h3> <p>Epic is looking for a Principal FX Artist to join Rocket League, a live-service game with a huge passionate fanbase. You'll own FX systems, solve hard technical problems, and set the visual and technical standard for how effects work across the game. You're someone who gets energized by constraints, thinks in systems, and loves the moment when a gnarly technical problem becomes a beautiful effect in the build.</p> <h3><strong>In this role, you will</strong></h3> <ul> <li>Drive VFX systems and quality, design reusable, scalable solutions that support rapid iteration and long-term production across gameplay, cosmetics, and arena systems</li> <li>Author outstanding real-time effects across a range of styles, from grounded and physical to high-energy and stylized</li> <li>Collaborate with Tech Art and Engineering to define performance budgets and hit them without sacrificing visual quality</li> <li>Prototype and validate new VFX workflows</li> <li>Set the quality bar, defining what "good" looks like for the team</li> <li>Mentor and elevate artists across disciplines; raise the floor and the ceiling</li> </ul> <h3><strong>What we're looking for</strong></h3> <ul> <li>Real-time FX portfolio required, shipped titles carry more weight than student work</li> <li>Deep proficiency with Niagara and Unreal Engine's material system</li> <li>Shader authoring experience (HLSL or Material Editor)</li> <li>Scripting experience — Python, Blueprint, or equivalent; this is what separates a technical FX artist from a visual one</li> <li>Strong understanding of GPU performance — draw calls, particle costs, memory — and a track record of optimizing without killing the look</li> <li>A critical eye for timing, weight, and motion grounded in how things actually behave in the real world</li> <li