Environment Artist

Hace 2 semanas

Aguascalientes Ags, Aguascalientes (municipio); Estado de Aguascalientes, México Liquid Development, Llp Jornada completa EUR 32,000 - EUR 35,000 Temporal
GameSim is a game development studio that partners with clients to build games across PC/console and a range of art styles. If you love building environments and believable spaces we'd like to meet you. Liquid Development was founded in 2000 and is the largest outsourcing art studio in North America.

We offer
a fun and cooperative work atmosphere, where collaboration is encouraged among a diversely talented team to remain on the cutting edge of content creation. Everyday Liquid Development is producing work at the forefront of modern game production and the demands for our services continue to grow. Talent Pipeline Posting Notice Please note that 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. 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. Because our projects can vary widely in style, scope, platform, and client needs, we are looking for an adaptable artist with a strong art eye, a practical production mindset, and the ability to help translate creative direction into actionable work for other artists. 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. 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. Document processes, best practices, feedback, and workflow guidance when needed using tools such as Confluence, Miro, or Jira. Balance visual quality, production efficiency, and performance requirements while supporting the needs of each project. Requirements 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. 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. Experience working with outsourcing, co-development, partner studios, or external vendors. Experience collaborating with teams across different countries, cultures, and time zones. Experience providing feedback through written notes, paintovers, drawovers, video reviews, live calls, or structured review documents. Proficiency with common production tools such as Perforce, Jira, Miro, and Confluence. Experience helping define style guides, quality bars, workflow documentation, or art review standards. Experience breaking down client feedback into Jira tasks, art notes, production plans, or acceptance criteria. Experience with procedural workflows, Houdini, Blueprint, Python, scripting, or tool-assisted content creation. Experience with optimization passes, performance profiling, memory budgets, or platform-specific art constraints.