We are looking for an Environment Artist to join our art team. We'd love to find someone creative, self-motivated, with a passion for Esports, and knowledge of the game development processes. An art degree or background in architecture and interior design is a considered a plus but not a requirement for this position.
Our studio is growing, so this requires plenty of hands-on work creating, iterating, and tuning. We'd love it if you thrive in a developing environment where goals are mostly team driven and where change, big or small, is a critical part of the process. We feel this is a unique opportunity for the right person to grow with the company and help us shape it.
- Model, texture, and light game-ready 3D environments using provided concept art or inspirational reference material.
- Collaborate with a cross-functional team to solve creative and design problems in VR.
- Participate in and contribute to R&D, problem solving artistic solutions to technical problems.
- Proactively keep Leads and Directors informed of progress and developments.
If you don't match all of these requirements but feel like you have something else to offer in this role, we would still love to hear from you.
- 3+ years of professional experience as an Environment artist in game development.
- Expert knowledge of Blender or equivalent.
- Expert knowledge of Substance Painter/Substance Designer/Photoshop or equivalent.
- Proficient with Unreal Engine, with sufficient knowledge of Blueprints and asset implementation.
- Experience in shader creation and good understanding of the PBR standard.
- Working knowledge of source control.
- Comfortable iterating on ideas using rapid prototyping techniques.
- Experience with lighting a range of indoor and outdoor environments within Unreal Engine.
Additional Skills (pluses):
- Passion for Esports, VR and live events.
- Art Degree/ Architecture/ Interior Design background.
- Experience optimising environments and assets for VR and mobile.
- Knowledge of Houdini
- Experience with Version Control such as PlasticSCM