Senior Environment Artist [Unannounced]

1 Month ago • 5 Years + • Environment Art

Job Summary

Job Description

Ubisoft Chengdu is seeking a Senior Environment Artist to drive visual quality and technical direction for AAA game productions. This role involves leading performance optimization, defining production pipelines, and ensuring asset quality. The artist will collaborate cross-functionally, prototype environment elements, and contribute to production planning. Essential skills include expertise in commercial game engines, procedural tools like GAEA, World Machine, Houdini, and SpeedTree, and software such as 3ds Max/Maya, ZBrush, Substance Suite, and Photoshop. The position requires strong leadership, mentorship, and a deep understanding of PBR workflows and next-gen environment building techniques, with versatility in art aesthetics.
Must have:
  • Drive visual quality benchmarks for environment art team.
  • Lead performance optimization efforts including LOD systems, streaming, shader/material efficiency.
  • Identify and solve complex visual or technical issues.
  • Define and continuously improve production pipeline for environment art.
  • Guide planning and distribution of tasks among internal artists and outsourcing vendors.
  • Independently and efficiently complete complex model tasks.
  • Participate in outsourcing quality validation and polish.
  • Review and give feedback on complex assets, mentoring junior team members.
  • Work closely with designers, technical artists, and programmers to co-develop level environments.
  • Drive prototyping of key environment elements for visual storytelling and interactive functionality.
  • Contribute to production planning, identify risks, and propose scalable, high-quality solutions.
  • Use commercial game engine, assist in workflow development and debugging.
  • Leverage procedural tools like GAEA, World machine, Houdini, and SpeedTree.
  • Mentor team on Substance Suite best practices and ensure consistency.
  • Work with Zbrush, Autodesk May/Autodesk 3ds max, Adobe Photoshop CC, Substance Painter.
  • Follow artistic direction for textures using Substance Designer.
  • Adhere to specific texturing pipelines and adapt to constraints.
  • Optimize the number of textures produced and their uses.

Job Details

Visual Quality Leadership & Technical Direction

  • Drive the visual quality benchmarks for the environment art team, ensuring consistency with the project's artistic vision while meeting technical constraints.
  • Lead performance optimization efforts, including advanced LOD systems, streaming management, and shader/material efficiency.
  • Identify and solve complex visual or technical issues in collaboration with Tech Art and Engineering teams.

Pipeline Ownership & Asset Quality Control

  • Define and continuously improve the production pipeline for environment art, including documentation, tool standardization, and best practices.
  • Guide the planning and distribution of tasks among internal artists and outsourcing vendors, ensuring timely delivery and consistent quality.
  • Independently and efficiently complete complex model tasks, participate in outsourcing quality validation, polish outsourcing model and texture to reach the higher quality.
  • Review and give feedback on complex assets, helping junior team members grow through mentorship and coaching.

Cross-functional Collaboration & Feature Development

  • Work closely with designers, technical artists, and programmers to co-develop level environments and gameplay-integrated assets.
  • Drive prototyping of key environment elements that serve both visual storytelling and interactive functionality.
  • Contribute to production planning, identifying risks and proposing scalable, high-quality solutions.

Tool & Engine Expertise

  • Knowledge and experience in using a commercial game engine, assisting in the development and improvement of workflows and debugging complex visual performance issues.
  • Leverage procedural tools to streamline environment generation at scale, such as GAEA, World machine, Houdini, and SpeedTree
  • Mentor the team on best practices using Substance Suite and ensure consistency across material libraries and texturing pipelines.
  • Working knowledge of Zbrush, Autodesk May/Autodesk 3ds max, Adobe Photoshop CC, Substance Painter and/or other modelling, material and texture creation tools

Procedural Texture production

  • Follow a project’s artistic direction set by the Art Director/Lead when creating textures using Substance Designer.
  • Adhere to specific texturing pipelines and adapt to constraints needed for texture creation
  • Use good judgement and expertise to optimize the number of textures that are produced and their uses

QUALIFICATIONS

  • 5+ years of experience in 3D environment art for AAA or high-quality game productions.
  • Expert knowledge of 3ds Max/Maya, ZBrush, Substance Painter, Substance Designer, and Photoshop.
  • Deep understanding of PBR workflows, modular asset creation, and next-gen environment building techniques.
  • Extensive experience in Snowdrop Engine or similar proprietary engines, with strong skills in lighting, optimization, and shader/material customization.
  • Proficient in procedural terrain and foliage tools such as GAEA, World Machine, Houdini, and SpeedTree.
  • Strong leadership and mentorship capabilities, with experience guiding junior artists and collaborating across disciplines.
  • Solid grasp of both Western and Eastern art aesthetics, with the versatility to shift between stylized and realistic styles depending on project needs.
  • Excellent problem-solving skills, self-motivation, and ability to thrive in a fast-paced, cross-functional production environment.
  • knowledge and experience in material library management

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