One Man Studio is hiring

Principal Environment Artist

Senior
Full-time
Remote Work

We partner with major AAA teams to ship real-time content. Senior, hands-on, fully remote.


The Role

Be the craft authority for environment finishing. Take client-approved environment proxies and drive them to final, game-ready spaces at AAA shipping quality. You’ll work with the single environment pod, set techniques and benchmarks, solve the hardest problems, and mentor seniors—partnering with the Lead 3D Artist and client art leadership.


What You’ll Do

  • Own environment quality: Define the bar for composition, scale, readability, material response, and polish.
  • Finish to final: Modular kits/trim sheets, retopo/UVs, bakes, materials/lookdev, decals/vertex paint, LOD/HLOD strategy, and in-engine validation (Unreal).
  • Worldbuilding: Guide set dressing for narrative beats and gameplay flow; ensure navigation, cover, sightlines, and callouts are clear.
  • Materials/PBR: Build calibrated libraries for stone/metal/wood/terrain; enforce texel density and material budgets.
  • Lighting pass (validation): Collaborate with lighting to check exposure, roughness response, and shadow quality; keep materials honest under production lighting.
  • Terrain & foliage: Establish efficient landscape/foliage workflows (scatter, wind, billboards where needed) with consistent LODs and streaming.
  • Performance: Hit memory/draw-call/material/texture budgets; define HLOD/Nanite usage and streaming cells with Tech Art.
  • Reviews & mentorship: Run redlines/paintovers, unblock seniors/mids, raise first-pass acceptance for the pod.
  • Tooling & pipeline: Shape Painter/Designer templates, baking presets, validation checklists, and batch processes; partner with Tech Art on exporters and scene validators.
  • Client partner: Join reviews, translate feedback into concrete changes, and propose solutions that protect scope and quality.
  • Presentation: Prepare turntables/flythroughs, breakdowns, and in-engine captures for approvals.


Requirements

  • 8+ years in real-time environment art; shipped at least one AA/AAA title with notable environment ownership.
  • Expert with Maya/Blender/Max, ZBrush (for sculpted detail), Substance 3D Painter/Designer, Photoshop; strong modular and trim-sheet fundamentals.
  • Strong Unreal Engine integration: materials/master instances, LODs/HLODs, collision/lightmaps, world partition/streaming, and in-editor validation.
  • Proven excellence in composition, scale, texel density discipline, and environment lookdev.
  • Track record of raising the bar through critique, mentorship, and hands-on problem solving in production.
  • Clear, direct communicator in a remote, multi-time-zone team.


Nice to Have

  • Houdini for environment utilities (scatter, kit generation, terrain ops).
  • SpeedTree and foliage optimization chops.
  • Photogrammetry capture/cleanup; baking-to-tilers workflows.
  • Scripting for workflow (Python/MEL/Blueprint utilities); ShotGrid/Jira familiarity.


Portfolio

  • Show final, game-ready environments with succinct breakdowns: kit pieces, trim sheets, wireframes, map sets, texel density notes, LOD/HLOD strategy, and in-engine captures (materials under multiple lighting scenarios). If we can’t see process and results, we can’t assess.


What Success Looks Like

  • High first-pass approvals on client reviews.
  • Environments meet visual targets and performance budgets without late rework.
  • Seniors/mids produce predictably shippable results using your workflows.
Accepting Applications
5 more days
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