Knowledge of composition, lighting, and color theory
Vast gaming experience and a keen eye for design
Portfolio with successful released projects
Willingness to complete a test assignment
Good to have:
Understanding of level design
Experience with Git/SVN and documentation
Ability to work with vegetation
Experience working with lightmaps
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You are our person if you have:
5 or more years of experience as an Environment Artist in the gaming industry
experience in creating game location environments in accordance with the complete pipeline in close cooperation with the development team
experience working with Texel Density, UDIM, collisions, UV (overlaps, trims, unwraps for a lightmap, atlases, extra channels), lighting, texturing for PBR
knowledge of Unity (working with prefabs, ability to integrate an asset at a basic level)
good culture of polygonal modeling
professional knowledge of basic 3D modeling and texturing software (Maya, 3ds Max, Blender, Substance Designer/Painter, Marmoset Toolbag, Photoshop)
sculpting skills in zBrush / 3D Coat / Blender and their analogues
understanding of the nuances of texturing for a masked blend
knowledge and understanding of the principles of composition (rhythm, balance, counterform), lighting, and color theory
vast gaming experience, an eye for a good design
skill of collecting references
profile portfolio with examples of successful released projects
willingness to complete a test assignment
Will come in handy:
understanding of level design
experience working with Git/SVN and documentation
ability to work with vegetation
experience working with lightmaps
Some points on tasks:
creating high-quality and appealing game environments
developing the visuals of an open world for the third-person view in a contemporary setting (exterior/interior, working on details)
closely cooperating with game designers, the art department, programmers, and technical artists
searching for interesting artistic solutions and implementing them with the team
working with a large array of assets, importing them to Unity, and setting them up
creating high-quality textures and materials
setting up lighting, post processes, and color correction