Pros
Been doing effects on one of our biggest match-3 games for nearly 3 years now, on new events and feature releases. The mix is interesting: there are the loud effects for big story moments and feature reveals, and there are the small effects around the UI, the kind that just need to feel right when you tap a button. The goal is to make everything feel smooth without getting in the way. Effects don't get judged in isolation, they're evaluated alongside character animation and the win/lose state, so a lot of my time is back-and-forth with art leads and game designers before something ships. You're in the conversation about what should be there from early on, not handed a brief and told to make it happen. The in-house engine has its quirks, but tooling on top is solid. Setup is fully remote, I work out of Cyprus.
Cons
The trade-off of the subtle polish work is that when it lands, no one notices. You can spend a week getting a small transition to feel right, ship it, and the response is silence. That's actually the point, but it took some getting used to.