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The role, as advertised by Rezzil
About Rezzil and exar.live
Rezzil creates performance products across B2B, B2C and gaming, bringing together sport, data and immersive technology across VR, mobile and console. Our products are used by athletes, teams, players and fans, with a growing focus on live data, connected experiences and future AI and computer vision solutions. exar.live is our live game data ingest and transport system, powering real-time sports data experiences across analysis tools, VR environments and broadcast-style outputs. We are based in Manchester and London, with flexible and hybrid working options depending on the role and business needs.The opportunity
We’re looking for an Unreal Technical Artist to work closely with the exar.live team and our 3D art team, helping bring environments, characters and real-time assets into Unreal Engine. This is a bridge role between art and technology. You will not be expected to create every 3D asset from scratch, but you will be responsible for taking assets produced by our artists and ensuring they are set up correctly in Unreal, technically sound, visually strong and suitable for real-time use. You’ll work with artists using Maya, 3ds Max, ZBrush, Substance and other 3D tools, helping define the requirements for assets before they reach the engine, reviewing work in progress, troubleshooting issues and managing the back and forth between the 3D team and Unreal development. A strong understanding of character pipelines is important. You do not need to be a pure Character Artist, but you should be confident working with character assets in Unreal, including skeletal meshes, rigs, materials, LODs, animation-ready assets and performance considerations.What you’ll do
- Import, set up and maintain 3D assets in Unreal Engine, including environments, characters, props and supporting visual content.
- Work closely with the exar.live team to support real-time sports data experiences, analysis tools, broadcast-style outputs and immersive environments.
- Act as the bridge between the 3D art team and Unreal development team, ensuring assets are created, exported and implemented correctly.
- Review assets from Maya, 3ds Max and other DCC tools for scale, pivots, topology, UVs, naming conventions, material setup, collisions, LODs and optimisation requirements.
- Provide clear technical feedback to 3D artists and help manage the back and forth between source assets and Unreal implementation.
- Set up materials, lighting, collisions, asset behaviours and scene elements inside Unreal.
- Support character asset implementation, including skeletal meshes, rigs, material setup, LODs and animation-ready workflows.
- Troubleshoot import, export and engine-side asset issues.
- Help define and improve the art pipeline from DCC tools into Unreal Engine.
- Maintain visual quality while ensuring assets are suitable for real-time performance.
- Work with developers to make sure environments and characters are technically robust and fit for use across live-data driven products.
- Support prototyping and development of future exar.live and Rezzil products across VR, broadcast, AI, computer vision and interactive sports experiences.
What we’re looking for
- Strong experience working in Unreal Engine in a real-time production environment.
- Experience importing, setting up and optimising assets in Unreal.
- Good understanding of DCC-to-engine workflows from Maya, 3ds Max, Blender or similar tools.
- Strong understanding of character pipelines in Unreal, including skeletal meshes, rigs, materials, LODs and animation-ready assets.
- A solid understanding of real-time art requirements, including optimisation, performance budgets, collisions, texture usage and asset structure.
- Good eye for visual quality, materials, lighting and scene presentation.
- Ability to work closely with both artists and developers.
- Clear communication skills, with the ability to give practical technical feedback to 3D artists.
- Confidence troubleshooting asset issues between DCC tools and Unreal.
- Organised approach to asset management, naming conventions, documentation and pipeline consistency.
- An interest in sports, live data, broadcast graphics, VR, simulation or interactive real-time experiences.
Nice to have
- Experience with Blueprints.
- Experience with Control Rig, animation retargeting or motion capture workflows.
- Experience with MetaHumans or avatar systems.
- Shader or material creation experience.
- Experience working on sports games, broadcast graphics, simulation, virtual production or live visualisation tools.
- Experience with performance profiling and optimisation in Unreal.
- Knowledge of Unity or other real-time engines.
- Experience supporting VR, mobile or console products.
What we offer
- Competitive salary + share options.
- 25 days’ holiday + bank holidays.
- Christmas closure, 3 additional days.
- Flexible working and hybrid options.
This role at a glance
This is one of 99 art and visual roles open in England today, out of 631 live games jobs across the UK, and Rezzil is hiring for 5 other roles alongside it. The title doesn’t name a seniority, so it most likely sits at mid level — the posting’s requirements are the best guide to the experience wanted. Like most UK games roles it doesn’t publish a salary, and too few art and visual roles do for a fair comparison. Our salary guide covers typical ranges.
- Discipline
- Art
- Level (from the title)
- Mid-level
- On gamesJobs since
- 16 Oct 2026
- Other Art roles in England
- 98
About Rezzil
Rezzil is a Manchester-based company, founded in 2017, that uses virtual reality for sports training and entertainment. Its training products are used by professional football clubs, including Premier League sides, to work on players' reactions, decision-making and cognitive skills, and it has expanded into other sports.
Rezzil company profile and all 6 open roles →
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