Description
We are seeking a Senior Environment Artist (with leadership responsibilities) to join our team at GameSim, a game development studio that partners with clients to build games across PC/console and a range of art styles.
You will create game-ready environment art end-to-end: planning and kit strategy → modeling → materials/textures → set dressing → implementation in a proprietary or commercial engine.
This is a senior, production-focused role with leadership responsibility: you will set a quality bar, establish standards, run reviews, direct workflows, help align environment art across teams and client expectations, mentor other artists, and proactively unblock production.
Responsibilities:
- Create high-quality environment assets and scenes (architecture, organic environment, kits, hero props, set dressing) built for real-time performance.
- Drive material quality: trim sheets, tileables, layered materials, vertex blends, and reusable material functions as appropriate.
- Own scene/asset optimization: LOD strategy, streaming considerations, draw calls, memory, lightmap constraints, and platform targets.
- Lead execution for a small pod or strike team: break down tasks, set short-term priorities, and keep deliverables moving.
- Provide reviews and mentorship: actionable notes, paintovers/blockouts as needed, and consistent standards for “definition of done.”
- Collaborate cross-discipline (Design, Lighting, Tech Art, Engineering) to ensure environments support gameplay readability and performance.
- Support client-facing communication when needed: clarify requirements, share WIP, align on standards, and reduce rework through early alignment.
- Contribute to pipeline/process improvements: naming conventions, template scenes, kit documentation, and onboarding guides.
Requirements:
- Minimum 8-years of professional game industry experience with at least one shipped title.
- Experience working with industry standard tools such as Maya, 3DS Max, Blender, Substance Painter, Substance Designer, ZBrush, etc.
- Proven experience shipping or delivering real-time environment work in Unreal Engine 4 or 5.
- Strong environment art fundamentals: composition, mood, scale, material definition, and cohesion.
- Strong modeling skills (architectural/modular, hard-surface, and organic); solid UV and baking fundamentals.
- Strong texturing/material skills (Photoshop + Substance Painter; Designer/trim workflows strongly preferred).
- Demonstrated optimization knowledge (LODs, texel density, streaming, draw calls, memory budgets).
- Leadership-level communication: clear written and verbal updates, actionable feedback, strong collaboration habits.
- Experience mentoring or guiding other artists (formal lead title not required, but leadership behaviors are).
- Can work Central (CT) core hours with possible overlap hours with Pacific (PT) or Eastern (ET).
- Work options are flexible: remote / hybrid / onsite.
Nice-to-have:
- Houdini experience (procedural kits, scattering, tools).
- Foliage/organic workflows (SpeedTree, ZBrush, photogrammetry).
- Lighting/post-process experience (can support look targets and debug scene issues).
- Experience owning a small slice of a level/biome from planning to delivery.
- Comfort working across stylized and realistic pipelines; strong reference analysis skills.
- Scripting/tooling familiarity (Python, editor scripting, or simple pipeline automation).
Benefits:
- Opportunity to work on different projects
- 3 weeks of paid leave
- Benefits package including medical, dental and vision
- Sick Leave
- Disability Coverage
- Corporate holidays
- Professional Development