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Senior Environment Artist - GameSim - Talent Pipeline

nameRemoteAugust 1, 2026
Remote
CA$100,000 – CA$105,000 / year
Skills
python

Job Description

EN (FR to follow) 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 Senior Environment Artist (with leadership responsibilities) to join our team! You’ll create game-ready environment art end-to-end: planning and kit strategy → modeling → materials/textures → set dressing → implementation in a proprietary or commercial engine . This is a senior, production-focused role with leadership responsibility: you’ll set a quality bar, establish standards, run reviews, direct workflows, help align environment art across teams and client expectations, mentor other artists, and proactively unblock production. We’re looking for positive, inclusive communicators who can bring clear, proactive communication and a solutions-focused attitude. 90-day success looks like Within your first 90 days, you: Work effectively and efficiently in UE5, or quickly ramp up in a proprietary engine and deliver high quality work within its constraints. Deliver a set of polished, shippable environment content (a modular kit, hero set, or key scene slice) that matches the project’s art direction and performance targets. Establish trust as a senior: provide clear feedback, create reusable examples/templates, and improve team consistency and throughput. Identify environment risks early (scope, workflow gaps, perf constraints) and propose practical solutions with Art Direction, Tech Art, and Production. Day-to-day responsibilities Create high-quality environment assets and scenes (architecture, organic environment, kits, hero props, set dressing) built for real-time performance. Drive material quality: trim sheets, tileables, layered materials, vertex blends, and reusable material functions as appropriate. Own scene/asset optimization: LOD strategy, streaming considerations, draw calls, memory, lightmap constraints, and platform targets. Lead execution for a small pod or strike team: break down tasks, set short-term priorities, and keep deliverables moving. Provide reviews and mentorship: actionable notes, paintovers/blockouts as needed, and consistent standards for “definition of done.” Collaborate cross-discipline (Design, Lighting, Tech Art, Engineering) to ensure environments support gameplay readability and performance. Support client-facing communication when needed: clarify requirements, share WIP, align on standards, and reduce rework through early alignment. Contribute to pipeline/process improvements: naming conventions, template scenes, kit documentation, and onboarding guides. Requirements Minimum 8-years of professional game industry experience with at least one shipped title. Experience working with industry standard tools such as Maya, 3DS Max, Blender, Substance Painter, Substance Designer, ZBrush, etc Proven experience shipping or delivering real-time environment work in Unreal Engine 4 or 5. Strong environment art fundamentals: composition, mood, scale, material definition, and cohesion. Strong modeling skills (architectural/modular, hard-surface, and organic); solid UV and baking fundamentals. Strong texturing/material skills (Photoshop + Substance Painter; Designer/trim workflows strongly preferred). Demonstrated optimization knowledge (LODs, texel density, streaming, draw calls, memory budgets). Leadership-level communication: clear written and verbal updates, actionable feedback, strong collaboration habits. Experience mentoring or guiding other artists (formal lead title not required, but leadership behaviors are). Can work Central (CT) core hours with possible overlap hours with Pacific (PT) or Eastern (ET). Work options are flexible: remote / hybrid / onsite. Nice-to-have Houdini experience (procedural kits, scattering, tools). Foliage/organic workflows (SpeedTree, ZBrush, photogrammetry). Lighting/post-process experience (can support look targets and debug scene issues). Experience owning a small slice of a level/biome from planning to delivery. Comfort working across stylized and realistic pipelines; strong reference analysis skills. Scripting/tooling familiarity (Python, editor scripting, or simple pipeline automation). Portfolio requirements Your portfolio must include: Real-time environments showing strong composition, material definition, and scene cohesion. Evidence of production thinking: modularity, reuse, consistency, and optimization awareness. At least one in-engine example (video walkthrough or gameplay capture preferred). Bonus (strongly preferred): evidence of leadership impact—mentorship examples, consistent kits built across multiple assets, documentation/templates, or before/after improvements. How to apply Resume + portfolio link required. An art test may be required as part of the process. This position is currently open to candidates residing in the following Canada Provinces: Ontario, Quebec or British Columbia. Salary Range: $100,000 CAD to $105,000 CAD What's in it for you? Opportunity to work on different projects 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 . GameSim est un studio de développement vidéoludique qui collabore avec des clients afin de créer des jeux aux styles artistiques variés, que ce soit sur PC ou sur console. Nous avons à cœur le savoir-faire, la collaboration et la livraison de produits auxquels nous sommes fiers d’être associés. Si vous aimez élaborer des environnements et des espaces crédibles, nous souhaitons vous rencontrer. Notre siège social est situé à Orlando, en Floride! Avis d’offre d’emploi (vivier de talents) Notez que cette offre d’emploi n’est pas associée à un poste actuellement vacant. Nous étoffons de manière proactive un vivier de candidat(e)s qualifié(e)s afin d’anticiper les embauches nécessaires au cours des mois à venir. Les candidatures seront analysées, conservées et considérées lorsque les occasions se présenteront. Nous cherchons un(e) artiste senior en environnement (avec responsabilités liées au leadership) pour notre équipe! Vous créerez en intégralité de l’art environnemental utilisable en jeu : planification et stratégie → modélisation → matériaux/textures → aménagement → implémentation dans un moteur propriétaire ou commercial. Ceci est un rôle de haut niveau, centré sur la production, qui comporte son lot de responsabilités : vous établirez le niveau de qualité à atteindre et les standards, effectuerez des évaluations, dirigerez les flux de travail, vous assurerez que les environnements sont cohérents au sein des équipes et sont conformes aux attentes des clients, accompagnerez d’autres artistes et éliminerez les bloqueurs de production de manière proactive. Nous cherchons des personnes positives et inclusives, qui communiquent de manière claire et proactive et cherchent toujours des solutions. À quoi ressemble une période de 90 jours réussie Au cours de vos 90 premiers jours de travail… Vous utiliserez de manière efficace UE5, ou vous vous adapterez rapidement à un moteur propriétaire et vous livrerez un travail de qualité tout en respectant ses restrictions. Vous livrerez un ensemble de contenu environnemental (une trousse modulaire, un ensemble de héros ou une section d’une scène clé) soigné et utilisable qui respecte la direction artistique du projet et les performances ciblées. Vous établirez la confiance en tant que senior : vous partagerez des rétroactions claires, vous créerez des exemples/modèles réutilisables et vous améliorerez la cohérence et la cadence de production de l’équipe. Vous identifierez dès les premiers stades les risques environnementaux (portée, lacunes du flux de travail, restrictions de performance) et proposerez des solutions pratiques aux équipes de direction artistique, d’art technique et de production. Responsabilités au quotidien Créer des scènes et des éléments environnementaux d’excellente qualité (architecture, environnement organique, trousses, accessoires de personnages, aménagement), conçus pour avoir une bonne performance en temps réel. Stimuler la qualité matérielle : trim sheets, pavés potentiels, matériaux à calques, fusions de vertex, et fonctions de matériau réutilisables, le cas échéant. Gérer l’optimisation de la scène/des éléments : stratégie pour le niveau de détail, considérations liées à la diffusion continue, draw calls, mémoire, restrictions de la lightmap et plateformes ciblées. Gérer une petite cellule ou une équipe de frappe : diviser les tâches, établir les priorités à court terme et s’assurer de la progression des livrables Être une source d’évaluations et de mentorat : remarques concrètes, repeintures/dissimulations lorsque nécessaire et standards cohérents pour la « définition de fini ». Effectuer une collaboration interdisciplinaire (
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