Environment Artist - GameSim - Talent Pipeline
Listed on 2026-06-18
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Creative Arts/Media
Digital Media & Production
Game Sim is a game development studio that partners with clients to build games across PC/console and a range of art styles. We care about craftsmanship, collaboration, and shipping work we're proud to put our names on. If you love building environments and believable spaces, we'd like to meet you. Our headquarters is based in Orlando, FL!
Talent Pipeline Posting Notice
This posting is not tied to an immediate vacancy. We are proactively building a pipeline of qualified candidates in anticipation of potential hiring needs over the coming months. Applications will be reviewed and retained for future consideration as opportunities arise.
Environment Artist / GeneralistWe are looking for an Environment Artist / Generalist with strong hands‑on art skills, solid technical judgment, and the potential to grow into broader lead responsibilities over time. This role is ideal for someone who enjoys both creating high-quality 3D art and helping teams work more clearly, consistently, and efficiently. Depending on the project, this person may contribute directly to asset creation, world building, scene assembly, feedback, task breakdowns, workflow documentation, quality reviews, and cross‑studio collaboration.
Responsibilities- Create high-quality 3D environment art, props, modular assets, materials, set dressing, and world-building content across a variety of visual styles
- Work from concept art, reference, style guides, blockouts, client direction, or incomplete/vague creative briefs to produce clear and polished results
- Build, assemble, and integrate assets and environments in Unreal Engine, with attention to composition, readability, performance, and technical requirements
- Support the full environment art pipeline, including modeling, UVs, baking, texturing, material creation, optimization, engine integration, and final polish
- Review artwork from internal teammates, partner studios, or external vendors and provide clear, constructive, actionable feedback
- Help translate broad client or project feedback into specific tasks, priorities, notes, and acceptance criteria that artists can execute against
- Assist with maintaining visual consistency across assets, scenes, and artists by helping define quality bars, style expectations, and review standards
- Collaborate with art directors, leads, producers, technical artists, designers, engineers, and artists across multiple studios and time zones
- Help identify production risks early, including unclear direction, workflow gaps, quality issues, technical constraints, or schedule concerns
- Contribute to workflow and pipeline improvements that help the team work more efficiently and consistently
- Document processes, best practices, feedback, and workflow guidance using tools such as Confluence, Miro, or Jira when needed
- Balance visual quality, production efficiency, and performance requirements while supporting the needs of each project
- 5+ years of professional experience as a 3D Environment Artist, Generalist, World Artist, or similar role in games or real‑time production
- At least one shipped game or comparable real‑time interactive project
- Strong portfolio demonstrating high-quality environment art, world building, prop creation, materials, and/or scene assembly
- Strong artistic eye for form, composition, lighting, material definition, scale, visual hierarchy, and style consistency
- Ability to work across different visual styles, from realistic to stylized, depending on project needs
- Experience creating both individual assets and assembled environments/scenes
- Solid understanding of the full environment art pipeline, including modeling, UV layout, baking, texturing, materials, optimization, and engine implementation
- Professional experience with Unreal Engine
- Proficiency with common production tools such as Maya, Blender, ZBrush, Substance Painter, Substance Designer, Photoshop
- Practical understanding of real-time performance considerations, including LODs, draw calls, texel density, texture memory, collision, lightmaps, shaders/material complexity, scene organization, and asset budgets
- Strong communication skills, especially when giving feedback, clarifying direction, documenting…
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