Environment Artist

Environment artists build the places a game is played in: terrain, vegetation, buildings and props, assembled into scenes that read clearly and stay inside the performance budget.

The work happens inside the production engine, Unreal Engine or Unity, and is judged there rather than in an offline render. 3D modelling, world building and level dressing sit at the centre, with materials, foliage and set pieces around them. Substance Painter and a sculpting tool belong to the daily kit.

Budget is half the craft. Polygon counts, texture memory, draw calls and streaming decide whether a scene ships, and a beautiful room that costs twelve milliseconds is not finished. The role also depends on level design: the playable layout and the visual one have to agree, so blockouts are dressed rather than replaced.

The neighbouring crafts split by object. A level designer owns layout, pacing and encounters. A prop artist builds single reusable assets. A lighting artist sets mood and readability on top of the finished geometry. The environment artist is the one who ties those pieces into one coherent place.

Where these positions are: Annecy (2 positions), Munich (2 positions), Berlin (1 position), Bordeaux (1 position), Delft (1 position), London (1 position), Lviv (1 position), Paris (1 position), Stockholm (1 position)

Environment Artist profiles (1)

Marco Spitz

Environment Artist mit Fokus auf technische Lösungen

Germany, Junior, €23/hr
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Experienced 2D Environment Artist

Topdeck Productions, London (GB)
Environment Artist 40h/week full remote
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