出海雷达

资深环境艺术家 - GameSim - 人才计划

Principal Environment Artist - GameSim - Talent Pipeline

其他限定地区(需当地身份)
公司Keywords Studios Plc
薪资120,000 - 130,000/年 CAD
工作地点Canada
地域资格限定地区(需当地身份)
时区要求日间重叠约 6 小时,基本正常作息
用工类型Full Time
发布时间22 天前
数据来源Himalayas
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注意地域限制:该职位明确限定在 Canada 招聘。如果你是位于中国大陆的求职者,通常需要当地工作身份才能投递,或需与雇主确认是否接受独立合同(Contractor)形式合作。

GameSim 是一家游戏开发工作室,与客户合作,在 PC/主机平台以及多种艺术风格下打造游戏。我们重视工艺、协作,并交付我们愿意署名的作品。如果你热爱构建环境和可信的空间,我们希望与你见面。我们的总部位于佛罗里达州奥兰多!
人才管道发布通知
请注意,此职位并非针对即时空缺。我们正在积极建立合格候选人的管道,以应对未来几个月可能出现的招聘需求。申请将被审核并保留,以备未来机会出现时参考。
我们正在寻找一位高级环境艺术家,帮助定义并提升 GameSim 项目中环境美术制作的质量、效率和一致性。
这是一个高级个人贡献者职位,适合能够同时在战略层面和实际操作层面工作的经验丰富的艺术家。你将创作标杆级作品,建立实用的生产标准,解决复杂的艺术和技术问题,并为跨不同项目、引擎、风格和合作工作室的环境团队提供指导。
你将与艺术总监、项目负责人、技术美术、制作、设计、工程、客户和合作工作室紧密合作,将创意目标转化为清晰且可实现的环境美术策略。
该职位需要强大的领导力、良好的判断力、清晰的沟通能力,以及通过专业知识、榜样作用和协作来影响团队的能力。
成功的表现
在你的前 90 天内,你将:

  • 深入了解 GameSim 的项目、客户、制作结构和环境美术能力。
  • 通过清晰的沟通和可靠的决策,与艺术家、项目管理层、客户和合作工作室建立信任。
  • 创作或指导开发标杆级作品,确立明确的视觉和技术质量标准。
  • 识别一个有意义的艺术、技术或流程挑战,并帮助实施实用的改进方案。
  • 提供反馈和指导,提升环境团队的质量、一致性和效率。

职责
艺术领导与执行

  • 创造高质量的实时环境、建筑、模块化套件、主角资产、材质、地形、植被和世界观内容。
  • 制作标杆级资产和场景,传达清晰的视觉和技术质量标准。
查看英文原文

GameSim 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
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. Applications will be reviewed and retained for future consideration as opportunities arise.
We are seeking a Principal Environment Artist to help define and elevate the quality, efficiency, and consistency of environment-art production across GameSim projects.
This is a high level senior individual-contributor position for an experienced artist who can operate at both the strategic and hands-on levels. You will create benchmark-quality work, establish practical production standards, solve complex artistic and technical problems, and provide direction to environment teams working across different projects, engines, styles, and partner studios.
You will work closely with Art Directors, project leads, Technical Art, Production, Design, Engineering, clients, and partner studios to translate creative goals into clear and achievable environment-art strategies.
This role requires strong leadership, sound judgment, clear communication, and the ability to influence teams through expertise, example, and collaboration.
What Success Looks Like
Within your first 90 days, you will:

  • Develop a strong understanding of GameSim’s projects, clients, production structure, and environment-art capabilities.
  • Build trust with artists, project leadership, clients, and partner studios through clear communication and reliable decision-making.
  • Create or guide the development of benchmark work that establishes a clear visual and technical quality bar.
  • Identify a meaningful artistic, technical, or workflow challenge and help implement a practical improvement.
  • Provide feedback and mentorship that improves the quality, consistency, and effectiveness of the environment team.

Responsibilities
Artistic Leadership and Execution

  • Create high-quality real-time environments, architecture, modular kits, hero assets, materials, terrain, foliage, and world-building content.
  • Produce benchmark assets and scenes that communicate expectations for composition, scale, visual hierarchy, material quality, environmental storytelling, and final polish.
  • Translate art direction, concept art, reference material, design requirements, and client feedback into clear production goals.
  • Establish environment-art strategies for modular construction, asset reuse, trim sheets, material systems, terrain, foliage, set dressing, and world building.
  • Maintain a strong hands-on contribution when establishing quality bars, validating workflows, solving difficult problems, or supporting critical deliverables.
  • Evaluate environment artwork objectively and provide specific, actionable feedback through reviews, paintovers, blockouts, reference boards, documentation, or in-engine examples.

Production and Pipeline Development

  • Partner with Art Direction, Production, and Technical Art to define environment workflows that balance visual quality, scope, schedule, and technical requirements.
  • Identify artistic, technical, and production risks early and recommend practical solutions.
  • Help teams break down broad or incomplete direction into understandable tasks, milestones, priorities, and acceptance criteria.
  • Improve environment-art pipelines through reusable workflows, templates, documentation, example assets, and production standards.
  • Support planning and estimation by evaluating asset complexity, dependencies, staffing needs, and production risks.
  • Troubleshoot challenging issues related to asset construction, materials, world building, optimization, engine implementation, or content integration.
  • Help ensure environments meet project requirements for performance, memory, streaming, draw calls, shader complexity, collision, LODs, and platform limitations.

Team and Project Influence

  • Guide environment artists across internal teams, partner studios, and external development groups.
  • Mentor senior artists and emerging leads in artistic judgment, communication, planning, review practices, and decision-making.
  • Collaborate with Art Directors to maintain a consistent visual direction across teams and deliverables.
  • Participate in client meetings, milestone reviews, art reviews, and project-planning discussions when senior environment-art representation is needed.
  • Communicate risks, tradeoffs, priorities, and recommendations clearly to artistic and non-artistic stakeholders.
  • Help align teams working across different studios, disciplines, cultures, and time zones.
  • Support prototypes, art tests, project pitches, preproduction efforts, and early pipeline development.
  • Contribute to the continued growth of GameSim’s environment-art discipline through mentorship, hiring support, portfolio reviews, documentation, and capability planning.

Requirements

  • Extensive professional experience in game development, real-time production, or a closely related field.
  • Multiple shipped games or comparable professional real-time projects.
  • A portfolio demonstrating exceptional environment-art quality and strong production judgment.
  • Expert understanding of composition, scale, proportion, visual hierarchy, shape language, material definition, lighting response, environmental storytelling, and scene cohesion.
  • Advanced experience creating modular environments, architecture, props, terrain, materials, and reusable asset systems.
  • Strong understanding of modeling, UVs, baking, texel density, trim sheets, tileable materials, decals, vertex blending, and real-time material workflows.
  • Professional experience developing environments in Unreal Engine or another modern real-time engine.
  • Strong understanding of environment optimization, including LODs, memory, streaming, draw calls, collision, shader complexity, and platform constraints.
  • Experience establishing visual benchmarks, environment pipelines, asset standards, or production workflows.
  • Demonstrated ability to solve complex artistic, technical, and production problems with limited supervision.
  • Experience guiding senior artists, leads, distributed teams, external partners, or vendors.
  • Ability to provide clear, constructive, and actionable artistic feedback.
  • Strong understanding of how to balance quality, scope, schedule, technical requirements, and available resources.
  • Strong written, verbal, presentation, and interpersonal communication skills.
  • Experience collaborating with Art Direction, Production, Technical Art, Design, Engineering, Lighting, VFX, and other development disciplines.
  • Ability to adapt to different projects, visual styles, engines, pipelines, and client expectations.
  • Comfort participating in client-facing discussions and representing environment-art decisions professionally.

Tools and Technical Experience
Candidates should have advanced experience with a professional environment-art toolset. This may include:

  • Maya, Blender, 3ds Max, or a comparable 3D content-creation package
  • ZBrush or an equivalent sculpting application
  • Substance 3D Painter and Substance 3D Designer
  • Photoshop or comparable image-editing software
  • Unreal Engine 5 or another modern real-time engine
  • Perforce or another production source-control system
  • Jira, Confluence, Miro, or comparable planning and documentation tools

Expertise with every listed application is not required. We are primarily interested in candidates who demonstrate strong fundamentals, adaptability, and the ability to choose appropriate tools for the production problem.
Preferred Qualifications

  • Experience working in co-development, outsourcing, consulting, or work-for-hire game production.
  • Experience contributing to AAA PC or console titles.
  • Experience working across both realistic and stylized visual pipelines.
  • Experience supporting multiple projects or teams at a studio or discipline level.
  • Experience owning a level, biome, world region, or major environment feature from early planning through final delivery.
  • Experience with Unreal Engine systems such as World Partition, Nanite, virtual texturing, procedural content generation, landscape tools, material functions, Blueprints, or profiling tools.
  • Houdini experience involving procedural modeling, terrain generation, scattering, modular construction, or artist-facing tools.
  • Experience with foliage workflows, SpeedTree, photogrammetry, procedural generation, or organic-environment production.
  • Experience with lighting and post-processing sufficient to establish visual targets and diagnose presentation issues.
  • Familiarity with Python, editor scripting, automation, or technical-art tool development.
  • Experience contributing to project scoping, staffing recommendations, bidding, hiring, or portfolio evaluation.

Portfolio requirements
Your portfolio must demonstrate:

  • High-quality real-time environments with strong composition, scale, material definition, environmental storytelling, and scene cohesion.
  • Work presented in a commercial, proprietary, or modern real-time engine.
  • Clear explanations of your individual contribution, responsibilities, workflow, and production decisions.
  • Modular kits, reusable asset systems, trim-sheet workflows, material libraries, or scalable world-building solutions.
  • An understanding of optimization, maintainability, asset reuse, and production constraints.
  • At least one example in which you established or significantly influenced the visual quality bar for a scene, level, biome, or project.
  • The ability to work from concept art, reference, blockouts, design requirements, or incomplete creative direction.
  • Adaptability across different projects, genres, or visual styles.
  • We also encourage applicants to include examples of:
  • Work created by a team under their artistic or technical guidance.
  • Before-and-after comparisons showing how they improved an environment, workflow, or production outcome.
  • Benchmark assets, style guides, review materials, pipeline documentation, paintovers, or templates created for other artists.
  • Please clearly identify your individual contribution to collaborative work.

How to apply

  • Resume + portfolio link required.
  • An art test may be required as part of the process.
  • Please include shipped-game credits or comparable professional project experience where applicable.

Candidates may be asked to participate in a portfolio review, technical discussion, leadership interview, or art assessment as part of the selection process.
This position is currently open to candidates residing in the following Canada Provinces: Ontario or British Columbia.
Salary Range: $120,000 CAD to $130,000 CAD
What's in it for you?

  • Opportunities to contribute to a variety of projects, clients, genres, platforms, and visual styles.
  • The ability to influence environment-art quality and production practices across multiple teams.
  • Collaboration with experienced developers and studios across the Keywords Studios organization.
  • Professional-development and mentorship opportunities.
  • Flexible remote, hybrid, and in-office work arrangements where available.
  • 3 weeks of paid leave
  • Benefits package including medical, dental and vision
  • Sick Leave
  • Disability Coverage
  • Corporate holidays
  • Professional Development

GameSim is an equal opportunity employer. We welcome applicants of all backgrounds and identities and evaluate candidates based on skills, experience, and alignment with the role.
Keywords Studios is dedicated to following a well-established Equal Opportunities Policy. We endeavor to create a workplace which provides for equal opportunities for all employees and potential employees.
PERSONAL DATA PROTECTION POLICY
By providing your information in this application, you understand that we will collect and process your information in accordance with our Applicant Privacy Notice. For more information, please see our Applicant Privacy Notice at .
Originally posted on Himalayas

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