Environment Artist

8 Minutes ago • 3 Years + • Environment Art

Job Summary

Job Description

People Can Fly is seeking an Environment Artist to balance direct asset creation with oversight, feedback, and technical validation of outsourced content. The role involves frequent interaction with client stakeholders to ensure vendor deliverables meet fidelity, style, and performance requirements. Candidates must master modern environment workflows, be comfortable with in-engine review and performance profiling, and possess strong communication skills for internal and external collaboration. The artist will adapt legacy environments to modern standards while maintaining artistic integrity.
Must have:
  • Balance direct asset creation with oversight, feedback, and technical validation of outsourced content.
  • Interface frequently with client stakeholders, ensuring vendor deliverables meet fidelity, style, and performance requirements.
  • Proactive in identifying risks with scale, LODs, or optimization, and escalate/solve issues early.
  • Mastery of modern environment workflows (modular kits, PBR pipelines, procedural texturing).
  • Comfort in reviewing work in-engine, profiling for performance, and troubleshooting cross-discipline integration.
  • Provide clear, actionable feedback to vendors, while collaborating internally with Design, Tech Art, and Engineering.
  • Thrive in client’s vendor-heavy environment art pipeline, where efficiency and consistency across massive asset libraries are key.
  • Adapt legacy environments into modern standards while maintaining artistic integrity.
  • Partner collaboration with external vendors.
  • Asset review and feedback.
  • Artistic guidance.
  • Technical oversight.
  • Documentation and style guides.
  • Cross-discipline collaboration.
  • QA in-engine.
Good to have:
  • Avid player of melee action games, understanding how environment readability, scale, and composition support combat design, traversal, and puzzles.
Perks:
  • Benefit package 100% paid by PCF (100% reimbursement up to $500 per service a year, individual family coverage).
  • Full Dental coverage, including major dental and orthodontics.
  • 4% RRSP matching before tax deductions, 100% vested on day 1.
  • Paid week off during Winter Holidays.
  • 20 paid vacation days and 5 paid sick days.
  • Free virtual health and mental wellbeing sessions included in the plan for members and their dependents.
  • Competitive salary and performance-based annual bonuses.
  • Personal development opportunities and ability to work in a global environment.
  • Work in a creative team with people full of passion for what they do.

Job Details

Job Description

  • The artist must balance direct asset creation with oversight, feedback, and technical validation of large volumes of outsourced content.
  • Expected to interface frequently with client stakeholders, ensuring vendor deliverables meet fidelity, style, and performance requirements. Must be proactive in identifying risks with scale, LODs, or optimization, and escalate/solve issues early.
  • Requires mastery of modern environment workflows (modular kits, PBR pipelines, procedural texturing). Comfort in reviewing work in-engine, profiling for performance, and troubleshooting cross-discipline integration is critical.
  • Strong communication is required: able to provide clear, actionable feedback to vendors, while collaborating internally with Design, Tech Art, and Engineering.
  • Needs to thrive in client’s vendor-heavy environment art pipeline, where efficiency and consistency across massive asset libraries are key. Must adapt legacy environments into modern standards while maintaining artistic integrity.
  • Should be an avid player of melee action games, understanding how environment readability, scale, and composition support combat design, traversal, and puzzles.

Responsibilities: Partner collaboration with external vendors; asset review and feedback; artistic guidance; technical oversight; documentation and style guides; cross-discipline collaboration; QA in-engine.

Qualifications

  • A strong portfolio showcasing AAA quality level art done in engine (Unreal, Unity or Proprietary Engine).
  • 3+ years environment art experience.
  • Excellent knowledge of industry-standard software packages for modeling, high-poly sculpting (Maya, Max, ZBrush, Substance, Photoshop).
  • Artistically interpret concepts or creatively push beyond an initial ideation.
  • A solid understanding of traditional art skills along with foundational design competencies (shape, form, texture, value and color).
  • Mastery of modular workflows.
  • Understanding of real-time rendering, PBR, LODs.
  • Skilled at balancing art quality and performance in the game engine.
  • Advanced knowledge of current level art workflows and practices.
  • Ability to adapt, and develop specific art style, techniques and workflows with minimum guidance.
  • Ability to manage multiple partners/projects.
  • Strong verbal and written communication skills in English.

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About The Company

People Can Fly is one of the most experienced Polish video game developers. Our studio has made its mark with titles such as Painkiller, Bulletstorm, Gears of War: Judgment, Outriders.Join our PCFcrew and let's develop new, exciting projects together.

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