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Technical Artist

SpAItial - London, United Kingdom - In-office - posted 2026-08-24

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SpAItial is building Physically-grounded World Models—a new AI paradigm that generates and reasons about the appearance and physics of real and imagined environments. The company is moving beyond 2D pixels to create models that natively understand world geometry, with applications across robotics, AR/VR, gaming, and cinema. As the first Technical Artist, you will own how SpAItial presents its work to the world. You'll transform raw model outputs into compelling visual content—short-form videos, stills, and interactive demos—published across X, LinkedIn, and YouTube at a steady cadence. Your work will sit at the intersection of creative direction, technical execution, and audience building. Key responsibilities include: directing and cutting films from short-form social content to launch showreels; building interactive 3D prototypes in Three.js, including Gaussian splat scenes and AR/XR experiences; crafting beautiful technical artifacts through camera, lighting, composition, and look development; compositing, grading, and finishing visual sequences; and engaging a creative community of designers, architects, and spatial computing practitioners. You'll work closely with product engineers and own both the social presence that puts SpAItial in front of audiences and the prototypes that make the work tangible. The role requires high ownership and comfort with ambiguity—you'll define what this position becomes. Required: 3+ years in technical art, VFX, real-time 3D, or creative technology; a proven track record building an audience through published films, stills, or demos; a publicly visible portfolio of your own work; strong 3D technical-artist craft (camera, lighting, composition, look development); VFX expertise (After Effects, Nuke, Fusion, Blender, or Houdini); ability to prototype interactive 3D demos in Three.js; and comfort with ambiguity and ownership. Nice to have: existing audience in 3D, spatial computing, or creative tech; hands-on AR/XR or headset experience (WebXR, mobile AR, Vision Pro, Quest); familiarity with Gaussian splats or photogrammetry; background in design, architecture, animation, or VFX; strong visual design skills; experience with brand identity systems; and community program experience.