Senior 3D Enviornment Artist
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Key skills for this role
About the Role
WarForge Studio is seeking a Senior 3D Environment Artist to create high-quality in-engine environments for a 4X strategy game. You will own the full lifecycle of environment art, from blockout to final real-time material setup, working with the Art Director to define visual standards.
Key Skills for This Role
Responsibilities
- Full lifecycle environment art: R&D, modeling, retopology, UVs, baking, texturing, set dressing, and engine integration
- Create environments that read clearly at top down/isometric camera distances while adhering to strict real time performance budgets
- Translate 2D concepts into stylized realism aesthetic, balancing strong planar forms with grounded material definition
- Work with creative director and art director to establish and document the environment art pipeline from DCC to engine
- Build efficient, reusable modular kits and trim sheets that scale across a large world
- Set and maintain naming conventions, export standards, and folder structures consistent with the character pipeline
- Work with technical artist to maximize quality and performance of 3D workflow
- Own the visual quality benchmark for all environment assets against project requirements
- Proactively identify and solve technical or visual bottlenecks in the environment pipeline
Requirements
- 7+ years of 3D environment art experience in games
- At least one shipped title where you owned the environment pipeline or worked in a senior capacity
- Deep expertise in Maya or Blender, ZBrush, and the Substance 3D Suite
- Expert PBR and real time workflows
- Portfolio of high quality, in engine environment work in a stylized or stylized realism aesthetic
- Proven ability to hit performance budgets and optimize geometry, textures, and draw calls
- High production autonomy from concept to final engine integration
- Professional maturity and comfort in structured feedback loops
- Deep engine integration experience (Unreal/Unity/proprietary) including shader setup and material optimization
- Experience establishing environment guidelines or top down/isometric visual targets
- Procedural workflows (Houdini, Substance Designer) and tech art/tooling skills
- Experience building modular kits and world building systems at scale
Full Job Posting
Who We Are
- Warforge Studio is a game development startup founded in 2025, building high quality interactive entertainment for a global audience.
- Our flagship is a 4X strategy game with a distinctive top down/isometric camera and a stylized fantasy aesthetic, launching first in the Middle East and expanding worldwide.
- We pair local talent with international expertise, and we're still building our processes, you'll help define them.
About the Role
- We need a Senior 3D Environment Artist to turn concepts into the real, in engine worlds our 4X players explore.
- You'll model, texture, and dress environments to a high visual and technical standard owning the craft from blockout to final art while holding strict real time performance budgets.
- You'll work directly with the Art Director on visual and technical R&D, define the standard for our environments, and operate with complete autonomy from blockout to final real time material setup.
What You'll Own Environment Creation
- Full lifecycle environment art: R&D, modeling, retopology, UVs, baking, texturing, set dressing, and engine integration.
- Environments that read clearly at top down/isometric camera distances while adhering to strict real time performance budgets.
- Translate 2D concepts into our stylized realism aesthetic, balancing strong planar forms with grounded material definition.
What You'll Own Pipeline
- Work with the creative director and art director to establish and document the environment art pipeline from DCC to engine.
- Build efficient, reusable modular kits and trim sheets that scale across a large world.
- Set and maintain naming conventions, export standards, and folder structures consistent with the character pipeline.
- Work with the technical artist to maximize the quality and performance of our 3D workflow.
What You'll Own Quality
- Own the visual quality benchmark for all environment assets against the project's requirements.
- Proactively identify and solve technical or visual bottlenecks in the environment pipeline.
Must Have
- 7+ years of 3D environment art experience in games, with at least one shipped title where you owned the environment pipeline or worked in a senior capacity.
- Deep expertise in Maya or Blender, ZBrush, and the Substance 3D Suite, with expert PBR and real time workflows.
- A portfolio of high quality, in engine environment work in a stylized or stylized realism aesthetic.
- Proven ability to hit performance budgets and optimize geometry, textures, and draw calls for target platforms.
- High production autonomy able to take environments from concept to final engine integration with minimal oversight.
- Professional maturity: comfortable in structured feedback loops and helping build a collaborative pipeline.
Strong Advantage
- Deep engine integration experience (Unreal/Unity/proprietary), including shader setup and material optimization.
- Experience establishing environment guidelines or top down/isometric visual targets.
- Procedural workflows (Houdini, Substance Designer) and tech art/tooling skills.
- Experience building modular kits and world building systems at scale.
What This Is Not
- A junior or mid level support role, we expect mastery and the ability to hit the ground running.
- Pure execution, you'll help make pipeline decisions, push the benchmark, and own the results.
- A studio with a fully established process, you'll help build and solidify it.
Portfolio Requirements
- Your application must include a portfolio or reel showing final, in engine environment renders, not just high poly sculpts or offline renders.
- Wireframe turnarounds and UV/texture sheet breakdowns showing game ready topology and optimization.
- Modular kit or trim sheet examples demonstrating reuse at scale.
- Stylized or stylized realism work, ideally for a top down or isometric camera, strongly preferred.
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