Environment Artist
Oxford, Warwick, Runcorn
We are seeking a passionate and driven Environment Artist to help elevate the visuals of an exciting unannounced game - this is your chance to join a studio famous for the Sniper Elite series, and fresh off the success of Atomfall, our biggest game launch to date.
Your role is to create both props and environments in a realistic art style for one of our unannounced projects.
As a mid-level environment artist you will have ownership of not only props, but also entire levels, working alongside level designers and tech artists. A certain level of autonomy is expected from this level, so a proactive attitude and a curious mindset are critical. You will be doing more than simply replicating; you will be creating original ideas. This role may also include some outsource feedback.
This role can be based at any of our Oxford, Warwick or Runcorn studios, each offering a creative and relaxed atmosphere where teamwork drives our success. We can provide a relocation package, including moving assistance, temporary accommodation and full support to ensure a smooth transition to your new environment.
Responsibilities:
Assist in planning out the space, with consideration of narrative and visual storytelling, while documenting intentions
Create environments in tight collaborations with level designers
Create functional assets which can be shared across the project in respect of the technical and artistic constraints
Track and update the progress of day-to-day tasks using the designated tracking tools
Communicate and collaborate with key stakeholders to confirm task direction and consistency of own work
Ensure the technical and artistic quality of the project by collaborating with technical artists and senior artists and make changes when necessary
Implement and incorporate feedback from producers and project leads into your work.
Reference game design documents to develop an understanding of the environments, objectives, atmospheres, story and style of the project
Requirements
A good level of experience working in a professional game development environment, including profiling and optimising scenes for current gen platforms.
Knowledge of any 3D software, but Blender is preferred.
Knowledge of Substance Painter, PBR material workflow and high-to-low baking.
The ability to create clean models with accurate texel density and game-ready geometry.
A good eye for composition, scale, and lighting.
The ability to present work in a professional manner, be adaptable in the face of direction changes and be open-minded towards learning new systems and workflows.
A portfolio that shows professional, realistic art style props and environments/dioramas in a game engine.
Any fine art background is desirable but not essential.