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We are seeking a passionate and driven Environment Artist to help elevate the visuals of an exciting unannounced game - this is your chance to join a studio famous for the Sniper Elite series, and fresh off the success of Atomfall, our biggest game launch to date. In this position, you will create props and environments in a realistic art style for one of our unannounced projects, while taking ownership of entire levels. You’ll collaborate across departments, produce benchmark-quality assets, and work proactively from loose briefs that require independent research and 3D prototyping. Artistic background, enthusiastic attitude, and strong communication skills are essential for success in this role. You will have the opportunity to shape the project in meaningful ways and therefore enjoy a high level of autonomy.
Job Responsibility:
Planning and building entire levels together with level design, with consideration of visual storytelling and memorable aesthetics
Create functional assets which can be shared across the project in respect of the technical and artistic constraints
Track and update the progress of tasks using the designated tracking tools
Communicate and collaborate with key stakeholders to confirm task direction and consistency of own work
Ensure the technical and artistic quality of the project by collaborating with Technical Artists and the Environment Art Team, and make changes when necessary
Requirements:
Proven experience in professional game development with a good understanding of environment art pipelines
Portfolio showcasing strong, realistic props and environments presented in-engine, demonstrating solid composition, lighting, and materials
Strong art fundamentals (composition, colour, scale, shape language, lighting) with the ability to explain what’s working and suggest improvements
Able to iterate efficiently in 3D, progressing from blockout to polished set-dressing
Demonstrates originality and good reference skills, and refines work through iteration (not just replication)
Ideally confident in Blender
experience with Maya, 3ds Max, Houdini, or similar DCC tools also welcomed
Working knowledge of PBR workflows, including Substance Painter and high-to-low baking techniques
Comfortable building and optimising environments in a professional game engine, balancing visual quality with performance constraints
What we offer:
22 days holidays + Christmas closure (typically 4 days) & Bank holidays (increasing with service at 5 years – one day each year until you reach 31 days)
Private Medical Insurance, healthcare cash plan, including dental and Vision
Life Assurance, Income Protection & Critical Illness Cover
Enhanced Family Leave
Interest Free, Tax-Free loans
Enhanced Pension Scheme
EAP a range of Mental Health and Wellbeing Support
Plus loads more… including a wide range of discounts, freebies, and social events