Description
We're seeking a mid-level 3D Generalist to join our team. As a 3D Generalist, you'll create environment content end-to-end: modeling → texturing/materials → implementation in a proprietary engine. This role is hands-on and production-focused: you'll be trusted to take a set of concepts and art direction and turn them into finished, performant, real-time environments.
90-day success looks like
Within your first 90 days, you'll learn a proprietary engine quickly and work effectively inside its constraints. You'll deliver a complete environment area (assets + assembly + materials) that matches concept and art direction. You'll do it with minimal supervision, asking smart questions early, and communicating progress clearly.
Day-to-day responsibilities
- Create custom environment assets and assemble environment areas (this is not primarily modular kit-building).
- Model and texture organic environment assets (rock walls, cliffs, tree roots, terrain-like forms) plus hard-surface props.
- Author high-quality materials in Substance 3D and apply them effectively in-engine.
- Understand shader concepts well enough to work within limits, troubleshoot issues, and collaborate with Tech Art/Engineering.
- Own optimization fundamentals: budgets, LODs, performance constraints, and console targets.
- Proactively problem-solve, communicate clearly, and contribute to a healthy team culture.
- Collaborate closely with the Environment Lead and Art Director; partner with Tech Art/Engineering as needed.
Requirements
- Minimum 2-years of professional game industry experience working in a stylized realism art style.
- Strong environment modeling skills in Maya and/or Blender experience.
- Strong material creation skills in Substance 3D and Zbrush.
- Proven end-to-end environment workflow experience (modeling through in-engine implementation in Unreal Engine 4 or 5).
- Demonstrated optimization knowledge (LODs, budgets, constraints).
- Clear written and verbal communication; strong collaboration habits.
- Can work Eastern (ET) core hours with possible overlap hours with Pacific (PT)
- Work options are flexible: remote / hybrid / onsite.
Nice-to-have
- Houdini experience.
- Technical art skills (tools, shader work, pipeline problem solving).
- Lighting skills (mood, readability, exposure discipline).
- Versatility across stylized and realistic work; foliage experience.
Portfolio requirements
Your portfolio must include:
- Organic environment assets (rocks/cliffs/roots/terrain-like forms) with strong forms and believable detail.
- Hard-surface environment assets (props/structures) with clean execution.
- Strong material definition and texture work (surface breakup, roughness/metalness control where applicable).
- Evidence of fundamentals: composition, mood, readability, lighting/color choices.
- At least one example shown in a real-time context (engine screenshots/video acceptable).
If your portfolio is mostly props, mostly modular kits, or mostly offline renders, this is probably not the right fit.