Environment Level Artist

Build terrain, vegetation, roads, and environmental assets in a 3D engine while balancing gameplay, atmosphere, spatial storytelling, and performance.

Discipline
Level Art

Responsibilities

  • Build level terrain, vegetation coverage, road layouts, and natural landscapes in a 3D engine from the project world and concept art, creating immersive and playable environments.
  • Place and combine static environment assets; use decals, fog, bloom, and other components to control atmosphere and visual rhythm while maintaining art consistency and target performance.
  • Work with level designers to adjust collision, sightline occlusion, and combat-area boundaries for gameplay needs, while partnering with the art director to optimize real-time lighting and strengthen spatial storytelling and exploration guidance.

Requirements

  • 3+ years of 3D game environment level-art experience; full development and launch experience on a large 3D PC or mobile project is preferred.
  • Strong composition and color judgment; expert knowledge of terrain-material blending, vegetation-scattering rules, and distant-view LOD management, with a deep understanding of realistic ecosystems or fantasy terrain.
  • Expert command of the Unity level-art pipeline and proficiency with Maya / Blender for rapid model adjustment and blockout.
  • Passionate about games, widely read in architectural history, physical geography, ecology, and location cinematography, with the ability to turn real-world or concept-art references into practical design language.
  • Strong communication and initiative; able to validate gameplay quickly with blockouts, improve asset reuse, and work efficiently with engineers and technical artists on performance and rendering-pipeline issues.