Role
What the work is
Responsibilities
- Take environments end to end: block-in, modelling, UVs, bakes, materials, assembly in engine.
- Work to someone else's art direction and hit it precisely.
- Keep the budgets in view: texel density, LOD scheme, draw calls. The scene has to run, not just render.
- Build kits and modular sets the whole team can reuse.
- Hand work over so the client's team picks it up without asking questions: clean naming, clean scenes, decisions written down.
Requirements
- Three years or more in game production on environments.
- Environments taken into engine, not just offline renders.
- Modular thinking: kits, tiling sets, trims.
- PBR materials, tiling ones included.
- Wireframes and texel density shots in the portfolio, or the option to walk us through them on a call.
Nice to have
- Scan and photogrammetry work.
- Your own smart materials and procedural sets.
- Lighting and shot composition in engine.
- Projects with a large asset count.
Questions
Questions about the role
How strict is the art direction?
Hitting the reference and the style of the project matters more than your own signature.
What do you look at first in a portfolio?
How it is built: kits, trims, tiling sets, sculpting, texturing and tiling materials.
Which engine?
Unreal Engine 5 or Unity, depending on the project. Proprietary client engines too.
Do you consider Middle?
Yes, if the portfolio holds up.
Is the test task paid?
Yes. Every stage we accept is paid.
Apply for this role
Send a portfolio link and a few words about the environments you want to build.
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