Senior | Mid-level Environment Artist

About One Man Studio

We partner with major AAA teams to ship real-time content. Senior, hands-on, fully remote.

The Role

Finish approved environment proxies into final, game-ready spaces at AAA shipping quality. You’ll contribute within the environment pod, working with the Principal Environment Artist and Lead 3D Artist to hit visual and performance targets without drama.

What You’ll Do
  • Finish to final: Modular kits/trim sheets, retopo/UVs, bakes, materials/lookdev, decals/vertex paint, LOD/HLOD setup, and Unreal integration.

  • Worldbuilding: Set dress for clarity and playability—scale, navigation, cover, sightlines, callouts.

  • Materials/PBR: Build calibrated material stacks; keep texel density and material budgets consistent.

  • Validation: Check assets under production lighting; fix issues with scale, roughness response, and readability.

  • Performance: Stay within memory/draw-call/material/texture targets; sensible LOD/HLOD strategy.

  • Pipeline hygiene: Follow the Finishing Bible (naming, metrics, scene hygiene) and flag gaps or improvements.
Level Expectations
Senior
  • Operates independently on complex sets; unblocks others.

  • Proposes solutions (tooling/templates) that speed the pod.

  • Provides concise paintovers/feedback to mids/juniors.

Mid-Level
  • Delivers reliably with light guidance; asks smart questions early.

  • Owns smaller sets or kit components end-to-end to a shippable bar.

Requirements
  • Senior: 5+ years in real-time environment art with a shipped AA/AAA title (or equivalent live product) owning meaningful areas.

  • Mid-Level: 3+ years in environment art with shipped work or strong production-quality samples.

  • Strong in Maya/Blender/Max, Substance 3D Painter/Designer, Photoshop; reliable retopo/UV/bake fundamentals.

  • Confident integrating and troubleshooting in Unreal Engine (materials/master instances, collisions/lightmaps, LODs/HLODs, world partition/streaming).

  • Solid eye for composition, scale, readability, and material response.

  • Clear communicator; reliable in a remote, multi-time-zone team.

Nice to Have
  • Houdini utilities (scatter, kit generation, terrain ops).

  • SpeedTree and foliage optimization.

  • Photogrammetry cleanup; baking-to-tilers workflows.

  • Basic scripting (Python/Blueprint) and ShotGrid/Jira familiarity.

Portfolio

Show final, game-ready environments with succinct breakdowns: kit pieces, trim sheets, wireframes, map sets, texel density notes, LOD/HLOD strategy, and in-engine captures under production lighting. If we can’t see process and results, we can’t assess.

What Success Looks Like
  • Consistent first-pass approvals and on-time delivery.

  • Environments meet visual and performance targets with minimal rework.

  • Your kits and materials are reused by the pod because they just work.

Job Type: Full Time
Job Location: Fully Remote
Holidays: Bank holidays Full Annual leave entitlement

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