
Lead 3D Environment Artist
Posted May 6

Posted May 6
• Lead the artistic vision and quality standards for environment art while remaining actively engaged as a hands-on contributor.
• Create expansive environments, sweeping vistas, and cinematic spaces that exhibit excellent composition, clarity, and atmosphere.
• Develop and implement workflows for landscape and terrain creation, including landscape materials and sophisticated material configurations.
• Utilize procedural content workflows to enhance world-building efficiency while ensuring artistic integrity and consistency.
• Uphold the fundamentals of lighting for real-time environments, working closely with lighting and technical art teams as required.
• Collaborate with technical artists and engineers to create efficient environment and lighting workflows suitable for large-scale worlds.
• Generate and manage project timelines; outline resource requirements, workflows, and project milestones in partnership with production teams.
• Recognize project and team risks through consistent monitoring of production progress, team morale, and communication pathways; implement proactive interventions and preventive strategies.
• Document, convey, manage, and refine art production processes; pinpoint areas for improvement and execute solutions collaboratively with the team.
• Offer constructive feedback, mentorship, and direction to environment artists; assist in recruitment and the ongoing development of the team.
• Minimum of 5 years of experience in environment art, including roles in senior or lead positions.
• Proven track record of delivering games or live products, particularly those featuring expansive environments or open/streamed worlds.
• Familiarity with contemporary real-time environment workflows within a leading game engine (including large-world streaming, terrain systems, real-time lighting, and performance tuning).
• Extensive knowledge of landscape and terrain workflows as well as landscape materials, including intricate material setups.
• Demonstrated experience with procedural content workflows employed in production (such as procedural placement, rule-based generation, or scalable world-building tools).
• Understanding of real-time lighting principles, even if not specifically as a lighting artist.
• Experience in crafting large-scale vistas and cinematic environments that emphasize strong composition and visual storytelling.
• Background in mentoring, evaluating work, and elevating quality standards across a team.
• Willingness to work core studio hours (10am–4pm CST).
• Reasonable Accommodation
• Equal Employment Opportunity
Bladework Games
Plug and Play Tech Center
Airship Interactive
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