Keywords Studios

Game Development

EnvironmentArtist-GameSim-TalentPipeline

CA$65–70k Remote FULL TIME Remote Friendly
Market Sentiment
HIGH DEMAND

Neural analysis suggests this role is
optimal for Mid+ candidates.

The Brief

“Environment Artist - GameSim - Talent Pipeline at Keywords Studios. Skills: Environment Art, 3D Art, Unreal Engine, World Building. Create 3D environment art. Create props”

Industry & Context.

Game Development
Problems you'll solve

Problem-solving; Identify production risks; Identify workflow gaps; Identify quality issues; Identify technical constraints; Identify schedule concerns; Contribute to pipeline improvements

What They're Looking For.

Must Have

5+ years as 3D Environment Artist, Shipped game or real-time project, Portfolio of environment art, Artistic eye for form, Ability to work across styles, Experience creating assets and environments, Understand full environment art pipeline, Professional experience with Unreal Engine, Proficiency with Maya, Proficiency with Blender, Proficiency with ZBrush, Proficiency with Substance Painter, Proficiency with Substance Designer, Proficiency with Photoshop, Practical understanding of real-time performance, Communication skills for feedback, Turn vague direction into work, Comfortable collaborating with partners, Give and receive feedback professionally, Ownership and problem-solving ability, Interest in leadership responsibilities

Nice to Have

Mentoring artists experience, Reviewing work experience, Supporting lead-level responsibilities, Experience with outsourcing, Experience with co-development, Experience with external vendors, Collaborating across countries, Collaborating across cultures, Collaborating across time zones, Providing feedback through written notes, Providing feedback through paintovers, Providing feedback through drawovers, Providing feedback through video reviews, Providing feedback through live calls, Providing feedback through structured documents, Proficiency with Perforce, Proficiency with Jira, Proficiency with Miro, Proficiency with Confluence, Defining style guides, Defining quality bars, Defining workflow documentation, Defining art review standards, Breaking down client feedback into Jira tasks, Breaking down client feedback into art notes, Breaking down client feedback into prod

What You'll Do.

Create 3D environment art

Create modular assets

Create world-building content

Work from concept art

Work from style guides

Work from client direction

Produce clear results

Produce polished results

Build assets in Unreal Engine

Assemble assets in Unreal Engine

Integrate assets in Unreal Engine

Assemble environments in Unreal Engine

Integrate environments in Unreal Engine

Support environment art pipeline

Support material creation

Support engine integration

Review artwork from teammates

Review artwork from partner studios

Review artwork from external vendors

Provide clear feedback

Provide constructive feedback

Provide actionable feedback

Translate client feedback into tasks

Translate project feedback into tasks

Define style expectations

Define review standards

Collaborate with art directors

Collaborate with leads

Collaborate with producers

Collaborate with technical artists

Collaborate with designers

Collaborate with engineers

Collaborate across studios

Collaborate across time zones

Identify production risks

Identify unclear direction

Identify workflow gaps

Identify quality issues

Identify technical constraints

Identify schedule concerns

Contribute to workflow improvements

Contribute to pipeline improvements

Document best practices

Document workflow guidance

Balance visual quality

Balance production efficiency

Balance performance requirements

Support project needs

How You'll Work.

Team & Collaboration

Cross-studio collaboration; Cross-time zone collaboration; Collaborate with art directors; Collaborate with leads; Collaborate with producers; Collaborate with technical artists; Collaborate with designers; Collaborate with engineers; Collaborate with artists

Communication Scope

Giving feedback; Clarifying direction; Documenting decisions; Breaking down problems

Process & Methodology

Task breakdowns, Priorities, Acceptance criteria

Full Job Description

[GameSim](https://www.gamesim.com/) 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. 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 looking for an **Environment Artist / Generalist** with strong hands-on art skills, solid technical judgment, and the potential to grow into broader lead responsibilities over time. This role is ideal for someone who enjoys both creating high-quality 3D art and helping teams work more clearly, consistently, and efficiently. Depending on the project, this person may contribute directly to asset creation, world building, scene assembly, feedback, task breakdowns, workflow documentation, quality reviews, and cross-studio collaboration. Because our projects can vary widely in style, scope, platform, and client needs, we are looking for an adaptable artist with a strong art eye, a practical production mindset, and the ability to help translate creative direction into actionable work for other artists. This is a hands-on production role with opportunities to support team alignment, mentor other artists, improve workflows, and grow toward lead-level responsibilities. This role offers flexible work options, including remote, hybrid or in-office arrangements. ### Responsibilities * Create high-quality 3D environment art, props, modular assets, materials, set dressing, and world-building content across a variety of visual styles. * Work from concept art, reference, style guides, blockouts, client direction, or incomplete/vague creative briefs to produce clear and p

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