GameSim

3D Generalist

GameSim
remote|hybrid|onsite mid full-time Orlando
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First indexed 9 Mar 2026

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.

This listing is enriched and indexed by YubHub. To apply, use the employer's original posting: https://apply.workable.com/j/F004B2209D