Principal Environment Artist - GameSim - Talent Pipeline

Principal Environment Artist - GameSim - Talent Pipeline

Vollzeit 120000 - 130000 € / Jahr (geschätzt) Homeoffice (teilweise)
Keywords Studios

Auf einen Blick

  • Aufgaben: Gestalte beeindruckende Spielumgebungen und arbeite an spannenden Projekten.
  • Unternehmen: GameSim, ein innovatives Game-Entwicklungsstudio in Orlando, FL.
  • Vorteile: Attraktives Gehalt, flexible Arbeitsmodelle und umfangreiche Weiterbildungsmöglichkeiten.
  • Weitere Informationen: Wachstumsorientierte Umgebung mit vielen Möglichkeiten zur beruflichen Weiterentwicklung.
  • Warum dieser Job: Nutze deine Kreativität und beeinflusse die Qualität von Spielumgebungen.
  • Qualifikationen: Erfahrung in der Spieleentwicklung und starke künstlerische Fähigkeiten.

Das prognostizierte Gehalt liegt zwischen 120000 - 130000 € pro Jahr.

Game Sim 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 Game Sim 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 Game Sim’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 Game Sim’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, Speed Tree, 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.

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

Game Sim 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 https://www. keywordsstudios. com/en/applicant-privacy-notice.

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Principal Environment Artist - GameSim - Talent Pipeline Arbeitgeber: Keywords Studios

GameSim ist ein hervorragender Arbeitgeber, der eine kreative und kollaborative Arbeitsumgebung in Orlando, FL bietet. Mit einem Fokus auf Handwerkskunst und Teamarbeit haben Mitarbeiter die Möglichkeit, an spannenden Projekten zu arbeiten und ihre Fähigkeiten durch Mentoring und professionelle Entwicklung weiter auszubauen. Die flexiblen Arbeitsoptionen und umfassenden Sozialleistungen, einschließlich bezahltem Urlaub und Altersvorsorge, machen GameSim zu einem attraktiven Arbeitsplatz für talentierte Künstler.

Keywords Studios

Kontaktdaten:

Keywords Studios Recruiting-Team

StudySmarter Expertenrat🤫

Wir sind der Meinung, dass du so Principal Environment Artist - GameSim - Talent Pipeline erhalten könntest

Tauch ein in die Design-Community!

In der Design-UX-UI-Welt sind Netzwerke alles! Besuche lokale Design-Meetups und Konferenzen, um Gleichgesinnte zu treffen und dich mit Profis zu vernetzen. So kannst du dir ein gutes Standing in der Community aufbauen und vielleicht sogar dein nächstes Gespräch bei Keywords Studios anbahnen.

Such dir einen Mentor!

Geh aktiv auf erfahrene Designer zu, die dir wertvolle Einblicke geben können. Ein Mentor kann dir nicht nur beim Job suchen helfen, sondern auch bei deinem Portfolio. Achte darauf, deine besten Arbeiten für mögliche Gespräche bei Keywords Studios bereit zu haben!

Schau dir Freelance-Plattformen an!

Viele Designfirmen arbeiten mit Freelancern zusammen, um neue Talente zu entdecken. Plattformen wie Behance oder Dribbble sind ideal, um deine Designs zu zeigen. Dein Portfolio ist der Schlüssel zu einem möglichen Vollzeitjob bei Keywords Studios!

Bewerb dich direkt über unsere Website!

Wir lieben es, wenn talentierte Designer wie du den direkten Weg zu uns wählen. Schicke deine Bewerbung für die Vollzeitstelle bei Keywords Studios einfach über unsere Website und hebe dich durch ein kreatives Anschreiben ab, das deine Leidenschaft für UX/UI-Design zeigt!

Wir glauben, dass du diese Fähigkeiten brauchst, um Principal Environment Artist - GameSim - Talent Pipeline mit Bravour zu bestehen

Umgebungs-Kunst
Modularer Bau
3D-Modellierung
Texturierung
Unreal Engine 5
Künstlerische Führung
Visuelle Hierarchie

Einige Tipps für deine Bewerbung 🫡

Zeig uns Dein Portfolio!:Für eine Vollzeitstelle im UX/UI Design ist dein Portfolio das A und O. Vergiss nicht, deine besten Arbeiten zu zeigen und den Prozess hinter jedem Design zu erklären. Wir möchten sehen, wie du Probleme angehst und kreativ löst – mach das sichtbar!

Gestalte deinen Lebenslauf kreativ!:Dein Lebenslauf sollte genauso ansprechend sein wie deine Designs. Nutze ein kreatives Layout, um deine Fähigkeiten in den Bereichen UX und UI hervorzuheben. Vergiss nicht, relevante Tools und Technologien anzugeben, mit denen du bereits gearbeitet hast – das zeigt uns, dass du die nötigen Skills mitbringst!

Sei authentisch in deinem Anschreiben:Dein Anschreiben sollte mehr sein als nur ein 'Ich möchte diese Stelle'. Erzähl uns, warum du dich für Keywords Studios interessierst und was dich an der UX/UI Arbeit begeistert. Zeig uns deine Motivation und wie du zur Vision des Unternehmens beitragen möchtest – wir lieben es, die Leidenschaft hinter den Bewerbungen zu spüren!

Dokumentiere deinen Lernprozess:Da es sich um eine Vollzeitstelle handelt, ist es hilfreich, wenn du zeigst, dass du kontinuierlich lernst. Wenn du an Projekten oder Kursen gearbeitet hast, die deine Fähigkeiten im UX/UI Design verbessern, nenn diese im Lebenslauf oder Anschreiben. Das zeigt uns, dass du die nötige Initiative und den Enthusiasmus mitbringst, um dich weiterzuentwickeln.

Wie man sich auf ein Vorstellungsgespräch bei Keywords Studios vorbereitet

Dein Portfolio spricht für dich

Stelle sicher, dass dein Portfolio nicht nur deine besten Arbeiten zeigt, sondern auch den Designprozess dahinter erklärt. Bei Keywords Studios für die Rolle als Principal Environment Artist - GameSim - Talent Pipeline wird besonders darauf geachtet, wie du deine Designs begründest und welche UX/UI-Methoden du angewendet hast. Mach also eine Story daraus, die wirklich fesselt!

Bereite dich auf Technische Fragen vor

Erwarte technische Fragen zu Tools wie Sketch, Figma oder Adobe XD während des Interviews. Bei Keywords Studios könnte es auch sein, dass du live Design-Änderungen vorschlagen musst oder einen kleinen Analysetest zu einer bestehenden Benutzeroberfläche machst. Übe den Umgang mit diesen Tools, damit du schnell und sicher arbeiten kannst!

Lerne die Sprache der User

Da UX/UI-Design stark auf Nutzerführung und -erfahrung basiert, solltest du dich mit den Prinzipien des nutzerzentrierten Designs vertraut machen. Diskutiere in deinem Interview, wie du Benutzerforschung durchgeführt hast und welche Erkenntnisse du gewonnen hast. Dadurch zeigst du, dass du nicht nur kreativ, sondern auch analytisch denken kannst.

Zeige deine Leidenschaft für Design

In einem Vollzeitjob wie bei Keywords Studios als Principal Environment Artist - GameSim - Talent Pipeline wird nach jemandem gesucht, der nicht nur skillmäßig passt, sondern auch die Leidenschaft für Design lebt. Sprich über Projekte, die dich inspiriert haben, und wie du Trends innerhalb der Design-Community verfolgst. Deine Begeisterung könnte der entscheidende Faktor sein!