Senior Procedural & Tools Engineer - Unity / Europe
Beffio
- Location
- Remote (Poznań, Greater Poland Voivodeship)
- Employment
- Full-time
- Level
- Senior Level
About the Role
Beffio is seeking a Senior Procedural & Tools Engineer to enhance their large-scale Unity production. This role focuses on automating content creation and building artist-facing tools to improve efficiency and quality.
Skills
Perks
- Fully Remote Work
- Annual Team Retreat
Full job details
Senior Procedural & Tools Engineer - Unity
Remote · Long-term · Start: Flexible
We are looking for a Senior Procedural & Tools Engineer to support a large-scale Unity production with a strong focus on content creation, automation, and artist-facing tools.
This role is focused on helping art and production teams create more high-quality content faster, without reducing creative control. The goal is to build reliable systems that improve how assets, variations, environments, textures, and other game content are generated, processed, validated, and integrated into Unity.
We are not looking for someone chasing AI hype. We are looking for someone with a practical production mindset: procedural systems, smart automation, parametric workflows, editor tools, and selective AI / LLM integration where it genuinely improves the pipeline.
You will work closely with a Senior Technical Artist focused on R&D, artist workflows, and production bottlenecks. You will own the engineering side: turning ideas, prototypes, and workflow discoveries into stable, production-ready Unity tools.
You’ll know this is for you if…
You find procedural content generation exciting as a practical production craft
You have shipped Unity tools that other people depend on
You care about polish, reliability, usability, and maintainable code
You are strong in C# and UnityEditor, but comfortable reaching for Python, Houdini, shell scripts, or external tools when needed
You are pragmatic about AI and LLMs: open to using them where they help, skeptical where they do not
You enjoy turning artist workflow problems into tools that save real production time
What you’ll do
Design and build procedural content systems in Unity for assets, variations, environments, textures, animations, and production workflows
Build Unity editor tools and automation that reduce repetitive setup, validation, export, and integration work
Integrate Houdini Engine and HDAs into the pipeline where useful, and build tools around parametric content workflows
Explore AI-assisted tools or local LLM workflows where they provide practical value, such as naming, tagging, validation, metadata, scaffolding, or controlled content variation
Partner with a Senior Technical Artist on R&D direction and turn prototypes or workflow findings into stable tools
Diagnose pipeline performance, reliability, and usability issues
Own the quality of the tools layer, including maintainability, documentation, and production stability
What we’re looking for
Senior-level Unity engineering experience with strong C# and Unity editor scripting depth
Demonstrated experience with procedural content generation, such as Houdini, custom generators, generative shaders, parametric meshes, animation helpers, level generation, or asset variation systems
Strong understanding of Unity asset workflows, import pipelines, prefabs, ScriptableObjects, serialization, build processes, and editor performance
Solid Python, shell scripting, version control, and CI instincts
Practical knowledge of, or active curiosity about, local LLMs and AI-assisted production tools
Experience profiling and debugging Unity at editor and runtime level
Ability to work closely with artists and technical artists, understand production pain points, and translate them into practical tools
Clear written English and comfort working in a remote, async-friendly environment
Nice to have
Houdini Engine / HDA integration used in production
Generative texture or material workflows, such as Substance Designer API, Shader Graph automation, or custom procedural materials
Experience with large-scale, stylized, content-heavy, or systemic game productions
Build pipeline and CI experience, such as Jenkins, GitHub Actions, Unity Cloud Build, or similar
Graphics programming, rendering, or game engine internals background
Console or performance-constrained platform experience
Experience with local LLM tooling such as Ollama, llama.cpp, vLLM, or similar
What we offer
A long-term role on a technically ambitious Unity production
Direct ownership of the procedural, automation, and tools layer of the pipeline
Close collaboration with a Senior Technical Artist focused on pipeline R&D
Fully remote B2B cooperation
Real influence on how content is generated, processed, validated, and integrated
A production-focused environment where tools support artists, not replace them
Annual team retreat focused on alignment, learning, and team bonding
To apply: send your CV and a short note, 3 to 5 sentences, about one procedural system or automation tool you have built. Tell us what content it generated or what work it eliminated, and one technical decision you would make differently today. Code samples, demos, or repo links are welcome, but not required. No cover letter needed.
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