# Principal Environment Artist - GameSim - Pipeline

**Company**: GameSim
**Work arrangement**: remote
**Experience**: senior
**Job type**: full-time
**Category**: Design
**Industry**: Technology
**Wikidata**: https://www.wikidata.org/wiki/Q15070342

**Apply**: https://apply.workable.com/j/B6B7686113?utm_source=yubhub.co&utm_medium=jobs_feed&utm_campaign=apply
**Canonical**: https://yubhub.co/jobs/job_d1a8419d-d55

## Description

GameSim is seeking a Principal Environment Artist to help define and elevate the quality, efficiency, and consistency of environment-art production across GameSim projects.

This is a high-level senior individual-contributor position for an experienced artist who can operate at both the strategic and hands-on levels. You will create benchmark-quality work, establish practical production standards, solve complex artistic and technical problems, and provide direction to environment teams working across different projects, engines, styles, and partner studios.

**What Success Looks Like**

Within your first 90 days, you will:

- Develop a strong understanding of GameSim's projects, clients, production structure, and environment-art capabilities.

- Build trust with artists, project leadership, clients, and partner studios through clear communication and reliable decision-making.

- Create or guide the development of benchmark work that establishes a clear visual and technical quality bar.

- Identify a meaningful artistic, technical, or workflow challenge and help implement a practical improvement.

- Provide feedback and mentorship that improves the quality, consistency, and effectiveness of the environment team.

**Responsibilities**

### Artistic Leadership and Execution

- Create high-quality real-time environments, architecture, modular kits, hero assets, materials, terrain, foliage, and world-building content.

- Produce benchmark assets and scenes that communicate expectations for composition, scale, visual hierarchy, material quality, environmental storytelling, and final polish.

- Translate art direction, concept art, reference material, design requirements, and client feedback into clear production goals.

- Establish environment-art strategies for modular construction, asset reuse, trim sheets, material systems, terrain, foliage, set dressing, and world building.

- Maintain a strong hands-on contribution when establishing quality bars, validating workflows, solving difficult problems, or supporting critical deliverables.

- Evaluate environment artwork objectively and provide specific, actionable feedback through reviews, paintovers, blockouts, reference boards, documentation, or in-engine examples.

### Production and Pipeline Development

- Partner with Art Direction, Production, and Technical Art to define environment workflows that balance visual quality, scope, schedule, and technical requirements.

- Identify artistic, technical, and production risks early and recommend practical solutions.

- Help teams break down broad or incomplete direction into understandable tasks, milestones, priorities, and acceptance criteria.

- Improve environment-art pipelines through reusable workflows, templates, documentation, example assets, and production standards.

- Support planning and estimation by evaluating asset complexity, dependencies, staffing needs, and production risks.

- Troubleshoot challenging issues related to asset construction, materials, world building, optimization, engine implementation, or content integration.

- Help ensure environments meet project requirements for performance, memory, streaming, draw calls, shader complexity, collision, LODs, and platform limitations.

### Team and Project Influence

- Guide environment artists across internal teams, partner studios, and external development groups.

- Mentor senior artists and emerging leads in artistic judgment, communication, planning, review practices, and decision-making.

- Collaborate with Art Directors to maintain a consistent visual direction across teams and deliverables.

- Participate in client meetings, milestone reviews, art reviews, and project-planning discussions when senior environment-art representation is needed.

- Communicate risks, tradeoffs, priorities, and recommendations clearly to artistic and non-artistic stakeholders.

- Help align teams working across different studios, disciplines, cultures, and time zones.

- Support prototypes, art tests, project pitches, preproduction efforts, and early pipeline development.

- Contribute to the continued growth of GameSim's environment-art discipline through mentorship, hiring support, portfolio reviews, documentation, and capability planning.

**Requirements**

- Extensive professional experience in game development, real-time production, or a closely related field.

- Multiple shipped games or comparable professional real-time projects.

- A portfolio demonstrating exceptional environment-art quality and strong production judgment.

- Expert understanding of composition, scale, proportion, visual hierarchy, shape language, material definition, lighting response, environmental storytelling, and scene cohesion.

- Advanced experience creating modular environments, architecture, props, terrain, materials, and reusable asset systems.

- Strong understanding of modeling, UVs, baking, texel density, trim sheets, tileable materials, decals, vertex blending, and real-time material workflows.

- Professional experience developing environments in Unreal Engine or another modern real-time engine.

- Strong understanding of environment optimization, including LODs, memory, streaming, draw calls, collision, shader complexity, and platform constraints.

- Experience establishing visual benchmarks, environment pipelines, asset standards, or production workflows.

- Demonstrated ability to solve complex artistic, technical, and production problems with limited supervision.

- Experience guiding senior artists, leads, distributed teams, external partners, or vendors.

- Ability to provide clear, constructive, and actionable artistic feedback.

- Strong understanding of how to balance quality, scope, schedule, technical requirements, and available resources.

- Strong written, verbal, presentation, and interpersonal communication skills.

- Experience collaborating with Art Direction, Production, Technical Art, Design, Engineering, Lighting, VFX, and other development disciplines.

- Ability to adapt to different projects, visual styles, engines, pipelines, and client expectations.

- Comfort participating in client-facing discussions and representing environment-art decisions professionally.

**Tools and Technical Experience**

Candidates should have advanced experience with a professional environment-art toolset. This may include:

- Maya, Blender, 3ds Max, or a comparable 3D content-creation package

- ZBrush or an equivalent sculpting application

- Substance 3D Painter and Substance 3D Designer

- Photoshop or comparable image-editing software

- Unreal Engine 5 or another modern real-time engine

- Perforce or another production source-control system

- Jira, Confluence, Miro, or comparable planning and documentation tools

**Preferred Qualifications**

- Experience working in co-development, outsourcing, consulting, or work-for-hire game production.

- Experience contributing to AAA PC or console titles.

- Experience working across both realistic and stylized visual pipelines.

- Experience supporting multiple projects or teams at a studio or discipline level.

- Experience owning a level, biome, world region, or major environment feature from early planning through final delivery.

- Experience with Unreal Engine systems such as World Partition, Nanite, virtual texturing, procedural content generation, landscape tools, material functions, Blueprints, or profiling tools.

- Houdini experience involving procedural modeling, terrain generation, scattering, modular construction, or artist-facing tools.

- Experience with foliage workflows, SpeedTree, photogrammetry, procedural generation, or organic-environment production.

- Experience with lighting and post-processing sufficient to establish visual targets and diagnose presentation issues.

- Familiarity with Python, editor scripting, automation, or technical-art tool development.

- Experience contributing to project scoping, staffing recommendations, bidding, hiring, or portfolio evaluation.

## Skills

### Required
- Unreal Engine
- Maya
- Blender
- 3ds Max
- ZBrush
- Substance 3D Painter
- Substance 3D Designer
- Photoshop
- Perforce
- Jira
- Confluence
- Miro

### Nice to have
- Houdini
- Python
- editor scripting
- automation
- technical-art tool development
- SpeedTree
- photogrammetry
- procedural generation
- organic-environment production

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