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We’re looking for a talented and experienced Senior Environment Artist to help drive the visual quality of an exciting unannounced title. This is a fantastic opportunity to join the team behind the Sniper Elite series, and fresh off the success of Atomfall, our biggest 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
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
Support the Lead Artist in any ad hoc tasks and duties
Be an active mentor and role model for the Environment Art team. Work to maintain morale and create an atmosphere of creativity and enthusiasm
Requirements:
Strong professional experience in game development with a solid understanding of production pipelines (full production-cycle experience preferred)
Portfolio showcasing high-quality, realistic props and environments presented in-engine, with confident composition, lighting, and materials
Excellent art fundamentals (composition, colour, scale, shape language, lighting) and the ability to articulate what’s working and what needs improving
Able to generate and iterate quickly in 3D, taking environments from blockout through to polished set-dressing
Demonstrates originality and strong reference skills. Able to interpret reference, not just replicate, and elevate quality through iteration
Ideally confident in Blender (training can be provided)
experience with Maya, 3ds Max, Houdini, or similar DCC tools also welcomed
Strong PBR workflow knowledge, including Substance Painter and high-to-low baking
Comfortable building and optimising environments in a professional game engine, balancing quality with performance
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