Environment Artist
Veteran Game Makers
2 hours ago
Full-time
Hybrid
Worldwide
Environment Artist
You should be versatile across hard surface and organic work, self-directed enough to own a map from the first blockout to the last prop, and interested in sharpening the pipeline rather than only working inside it.
What you will do
- Model, texture and dress environments for WEX, from greybox through to final shippable art
- Build modular kits, trim sheets, tileable textures and unique unwraps that hold up at close range
- Work high to low poly: bake in Marmoset or Substance, author PBR materials in Substance Painter and Designer
- Set assets up in Unreal Engine: LODs, collision, lightmap UVs, material instances and draw call budgets
- Keep sightlines, cover and callouts readable from both sides, iterating with level design through playtests
- Profile and optimise scenes so maps hold frame rate across a wide range of Android devices
- Hold the quality bar on everything that ships, and improve the pipeline and workflows as you go
What we are looking for
- Three or more years of professional environment art in games, or a portfolio at that level
- Strong modelling in Blender, Maya, 3ds Max or ZBrush, across both hard surface and organic assets
- Confident with high to low poly baking, trim sheets, texture atlases and texel density
- Solid PBR texturing in Substance Painter, with materials that hold up under close inspection
- Hands-on Unreal Engine experience, with assets you have taken all the way into a build
- A real understanding of real-time rendering constraints and how to hit a budget without gutting the look
- An eye for composition, scale and lighting, and the habit of working from real reference
- Clear written English and the self-direction a remote team needs
Bonus points
- Shipped work on mobile or another performance constrained platform
- Level design sensibility: blockouts, metrics and playtest iteration
- Lighting in Unreal Engine
- Substance Designer for procedural and tileable materials
- Houdini or similar procedural tooling for kits and scatter work
- Familiarity with tactical shooters and what makes a competitive map play well