What are you working on? At what stage of the project(s)? Production Genres: Shooter, Souls-like Platforms: PC, Console Team size and structure?51-100
For which tasks (responsibilities)? Full cycle of creating and development of locations (from common props and modular sets till set dressing and final polishing) in cooperation with Lead and Art/Visual Director.
Follow the artistic aesthetic of the project.
Optimize assets for performance while ensuring they meet artistic and gameplay requirements.
Participate in level design discussions to ensure environments enhance player experiences and gameplay.
Utilize lighting and atmospheric techniques to create visually captivating and immersive worlds.
Collaborate with technical artists to implement and optimize environment assets in the game engine.
Stay up-to-date with industry trends and emerging technologies to continually enhance your skills.
What kind of professional are we looking for? Proven experience as an Environment/Level Artist in the game development industry, with a strong portfolio highlighting your abilities.
Cultivated aesthetic sense, eye for detail.
Creative imagination, positive thinking, and advanced soft skills.
Understanding of level creation pipeline and workflows
Proficiency in 3D modeling software such as Maya, 3ds Max, or Blender.
Excellent knowledge of texturing and material creation using software like Substance Painter or similar.
Familiarity with PBR (Physically Based Rendering) workflow.
Strong understanding of level design principles and gameplay considerations.
Experience with Unreal Engine 4/5
Exceptional artistic and creative skills, with a strong eye for composition and storytelling through environments.
Effective communication and collaboration skills.
Ability to work efficiently and meet project deadlines.
Passion for gaming and a deep appreciation for the role of environments in creating immersive game worlds.
Will be a plus: Experience working on AA / AAA game projects with a focus on Environment Art.
Knowledge of world-building techniques and terrain generation tools.
Understanding the process of foliage creation.
Experience with photogrammetry or other advanced scanning techniques.
Knowledge of procedural material creation (Substance Designer)
What are the conditions and bonuses? Work format: remote (from home)
Trial period: 3 months
Type of employment: 40-hour work week
Flexible schedule with mandatory attendance hours from 12:00 to 16:00 (Cyprus)
Medical insurance
24 working days paid vacation
Corporate holidays:
January, 1
May, 1
Dec. 25
Dec. 31
3 paid day-offs per quarter (replacing public holidays as our employees work from different countries)
Sick days upon request to the team lead
Corporate events and meetings with our amazing team