# 3D Generalist

**Company**: GameSim
**Location**: Orlando
**Experience**: mid
**Job type**: full-time
**Category**: Engineering
**Industry**: Technology
**Wikidata**: https://www.wikidata.org/wiki/Q15070342

**Apply**: https://apply.workable.com/j/F004B2209D
**Canonical**: https://yubhub.co/jobs/job_3ef7f1ed-43f

## 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.

## Skills

### Required
- environment modeling
- texturing
- material creation
- shader concepts
- optimization fundamentals

### Nice to have
- Houdini
- technical art skills
- lighting skills
- foliage experience
