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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