We are seeking a mid-level 3D Generalist to join our team! 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.
What you'll do
- 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.
What you need
- 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.
3D Generalist
