Tech UI Artist, In-Engine UI Asset Implementation
Remote in Portugal
Game Development& 6 others
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Find me a jobWhat separates a game interface that just works from one that feels right every time? The Tech UI Artist, In-Engine UI Asset Implementation role in Portugal sits at the intersection of design and engineering, translating UX and visual direction into production-ready UI for Unreal Engine. This role shapes how flows, interaction behavior and navigation rules come together to deliver consistent experiences across platforms and input methods. You decide how every component standard supports reliable shipping, no matter the technical constraint. The person in this role makes it possible for a game UI to hold up under real play and real feedback.
Responsibilities
- Define UI flows, user journeys and interaction models for in-game screens and features, producing clear, implementable specifications
- Build and maintain a scalable UI component system (patterns, components, variants and states) that supports consistent implementation
- Author detailed behavior rules: navigation and focus order, back behavior, input handling expectations, error, empty and loading states, and edge cases
- Collaborate daily with client engineers and UI artists to ensure designs are feasible, performant and consistent in-engine
- Support iteration and polish: review implementations, provide actionable feedback and adjust designs based on technical constraints and playtest or QA findings
Requirements
- Strong UI/UX foundation with proven experience shipping digital products or game UI
- Expert-level proficiency in Figma (components, variants, auto-layout, reusable libraries and handoff-ready documentation)
- Ability to create implementation-ready documentation: annotated layouts, interaction notes, state diagrams and acceptance criteria
- Practical understanding of Unreal UI constraints and workflows: familiarity with UMG concepts (layout, anchors, scaling, widget states and animations) enough to design within engine realities
- Understanding of focus-based navigation and multi-input requirements (controller plus keyboard or mouse)
- Experience designing responsive UI for multiple resolutions or aspect ratios and safe-area considerations
Nice to have
- Experience with UI systems or framework conventions used in Unreal (for example, screen stacks, activatable views and common navigation patterns)
- Experience with localization-aware design (string expansion, truncation rules and dynamic layouts)
- Accessibility or readability considerations (contrast, font sizing and couch-distance UI)
- Experience working on live products with rapid iteration and frequent releases
