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Roto Artist Jobs (NOW HIRING)

VFX & Cinematic Artist

Santa Clara, CA · On-site

$100 - $180/hr

If you are a world-class gameplay VFX artist with a strong instinct for cinematic storytelling--or ... roto or matte generation, or prompt-driven variant creation. You should be able to talk about where ...

New

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How much do roto artist jobs pay per hour?

As of Sep 4, 2026, the average hourly pay for roto artist in the United States is $24.65, according to ZipRecruiter salary data. Most workers in this role earn between $17.55 and $27.88 per hour, depending on experience, location, and employer.

What is a roto artist?

A Roto Artist is responsible for creating mattes or masks to separate elements in a scene for compositing in visual effects (VFX). They meticulously trace objects frame by frame to help integrate CGI with live-action footage. This process, known as rotoscoping, ensures smooth visual blending and allows for special effects like green screen replacement or object removal. Roto Artists work closely with compositors and VFX supervisors to achieve seamless final shots.

What is a typical workday like for a roto artist in a visual effects studio?

A typical workday for a Roto Artist involves carefully tracing or isolating objects and characters frame by frame to create mattes that help integrate CGI into live-action footage. You'll collaborate closely with compositors and other VFX team members to ensure clean edges and smooth transitions, often working on multiple shots with tight deadlines. The workflow is detail-oriented, requiring strong focus for long periods, but also involves regular communication and feedback from supervisors. Over time, Roto Artists may take on more complex shots and responsibilities, paving the way for advancement into senior roto, compositing, or other VFX roles.

What are the key skills and qualifications needed to thrive as a roto artist, and why are they important?

To thrive as a Roto Artist, you need a solid understanding of rotoscoping techniques, attention to detail, and proficiency in visual effects processes, typically supported by experience in VFX or related fields. Familiarity with industry-standard software such as Silhouette, Nuke, or After Effects is often required, and some employers value certification or formal training in digital compositing. Strong teamwork, problem-solving skills, and the ability to manage repetitive tasks with patience are important soft skills for this role. These skills ensure precise mask creation and seamless integration of effects, which are vital for high-quality visual storytelling in film and television.

How do you become a Roto Artist?

To become a Roto Artist, you typically need proficiency in industry-standard software such as Nuke or Silhouette, strong attention to detail, and a good understanding of compositing and visual effects workflows. Many Roto Artists start with a relevant art or design background and gain experience through internships, freelance work, or entry-level positions in visual effects or animation studios.

How much do roto artists make?

Roto artists typically earn between $40,000 and $80,000 annually, depending on experience, location, and the complexity of projects. Entry-level roto artists may start around $30,000, while experienced professionals working on high-budget productions can earn over $100,000. Proficiency in tools like Nuke or Silhouette and a strong portfolio can influence salary levels.

Is being a roto artist hard?

Roto artists perform frame-by-frame masking and separation of elements in video footage, which can be time-consuming and requires attention to detail. The job often involves working with specialized software like Nuke or After Effects and may demand long hours to meet deadlines, making it challenging for some individuals.
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Infographic showing various Roto Artist job openings in the United States as of August 2026, with employment types broken down into 55% Full Time, 44% Part Time, and 1% Contract. Highlights an 99% Physical, and 1% Remote job distribution, with an average salary of $51,263 per year, or $24.6 per hour.

VFX & Cinematic Artist

Atome

Santa Clara, CA • On-site

$100 - $180/hr

Other

Posted 3 days ago

New


Key responsibilities

  • Design and implement in-game real-time VFX such as combat impacts, spell effects, destruction, weather, and particulate atmosphere.

  • Produce short promotional ads from storyboarding to final delivery, including blocking, camera work, lighting, sequencing, and rendering.

  • Partner with the Art Director to iterate on promotional creatives and in-game effects, ensuring a coherent visual identity.


Job description

Full-time | Game Development | Game Dev | Santa Clara, California, USA

About the Role

We are looking for a unique VFX & Cinematic Artist to own two deeply connected crafts: real-time gameplay VFX for our Unity-based mobile RTS, and high-impact cinematic marketing content (UA ads, trailers) that drives player acquisition.

While this is a hybrid role, we don't expect you to be a 100/100 master of both crafts on day one. If you are a world-class gameplay VFX artist with a strong instinct for cinematic storytelling—or vice versa, we want to talk to you.

Why This Unique Dual Role?

In our pipeline, gameplay and marketing directly feed each other:

  • Game to Ad: The real-time VFX you build in Unity becomes the core visual foundation for our marketing trailers and UA creatives.
  • Ad to Game: The cinematography, pacing, and visual storytelling you hone while creating ads make your in-game effects significantly more impactful and readable.
Our AI Philosophy

AI is a core part of our creative workflow. We actively leverage generative and assistive tools across production—from rapid storyboarding and previs to upscaling and frame interpolation. We aren't looking for someone who simply uses AI; we want an artist who knows how to leverage AI to speed up iteration while knowing when traditional craftsmanship delivers superior quality.

What You'll Do Real-Time Gameplay VFX
  • Design and implement in-game real-time VFX: combat impacts, spell and ability effects, destruction, weather, and particulate atmosphere.
  • Craft custom shaders and materials for effects work — dissolves, distortion, flipbooks, refraction, energy, and elemental looks — and understand the performance cost of every feature you add.
  • Optimize effects, shaders, scenes, and render settings for mobile performance budgets and fast turnaround, without sacrificing visual quality.
Cinematic Marketing Production
  • Produce short game promotion ads end-to-end from storyboard or previz/animatic to final delivery — blocking, camera work, lighting, sequencing, rendering, and handoff.
  • Translate marketing briefs and storyboards into short lists and animatics/previz, then produce them into final video clips.
  • Partner with the Art Director to iterate on promotional creatives based on performance metrics — cut, re-time, re-light, re-cut, ship again.
  • Use AI tools to compress the production cycle — rapid previz and storyboard exploration, generating creative variants for testing, automating repetitive cleanup, and shortening the path from brief to first cut.
  • Evaluate new AI tooling as it lands, and fold what actually works into the team's pipeline. Discard what doesn't.
  • Partner with the Art Director on both in-game content and cinematic work — interpreting the art direction, presenting work for review, and iterating on notes until the effects and the ads hold a single, coherent visual identity.
  • Establish and maintain a consistent visual language so promotional work and in-game effects feel like they belong to the same world.
  • Build reusable templates, material libraries, and effect libraries that shorten the runway on the next campaign or feature.
  • Maintain a clean, organized project structure and clear asset naming so others can seamlessly pick up your work.
What We're Looking For
  • 5+ years of combined experience across cinematic/trailer production and in-game VFX for games. You don't need identical depth in both, but you need real production experience in each — this role cannot be learned from zero on either side.
  • Strong fundamentals in at least one real-time game engine or in-engine cinematic toolset (Unreal, Unity, or a proprietary in-house editor). We care that you understand real-time lighting, sequencing, and rendering — not which logo is on the splash screen.
  • Strong understanding of shader and material authoring using Shader Graph, Amplify Shader Editor, HLSL, or equivalent.
  • Solid understanding of mobile rendering performance and optimization (managing overdraw, shader complexity, and draw calls).
  • Strong understanding of cinematography, composition, pacing, camera language, and lighting.
  • Proficient with DCC tools (Blender, Maya) and post-production software (After Effects, Premiere, or DaVinci Resolve).
  • Demonstrated use of AI tools in a production context — generative image or video models, AI-assisted previz or storyboarding, upscaling, frame interpolation, roto or matte generation, or prompt-driven variant creation. You should be able to talk about where these tools helped, where they failed, and how you told the difference.
Nice to Have
  • Experience shipping mobile games titles, particularly in the RTS, SLG, MOBA, or Strategy genres, or promotional creative that ran at scale on video social media platforms.
  • Understanding of what makes short-form video and playable promos actually convert — hook timing, first-two-seconds discipline, CTA placement.
  • Experience building AI-assisted workflows others can use — reusable prompt libraries, batch pipelines, or tooling that turns a manual step into an automated one.
  • Understanding of user acquisition, creative performance, and A/B testing.
  • Experience with Unreal Engine (Niagara, Sequencer) for cinematic production.
  • Experience with EmberGen, Substance Designer, or other flipbook and texture generation tools.
  • Houdini for simulation work (destruction, fluids, cloth) baked down for real-time use.
  • Scripting for procedural or data-driven shot setups (Blueprint, Python, C#).

*Please note: candidates moving forward in the interview process will be required to complete a short, non-paid take-home VFX assessment.

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