Live opening · Posted 8 hours ago

3D Environment Artist (Unity)

Kruzer Ultraverse · Australia (Remote)
Linkedin Yes
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At a glance

The key details from the original listing.

Posted 8 hours ago
CompanyKruzer Ultraverse
LocationAustralia (Remote)
Work modeYes
SourceLinkedin
ListedPosted 8 hours ago

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About the role

Description supplied by the original job listing.

We are looking for a talented and versatile 3D Environment Artist to help build immersive environments for
an ambitious sci-fi video game. The ideal candidate is an environment generalist with a strong artistic eye,
solid technical skills, and hands-on experience in Unity.
You should be comfortable owning environments end to end - from concept interpretation and level greyboxing through modeling, texturing, lighting, optimization, and final implementation in Unity.
Responsibilities:
Level design and greyboxing: Create level layouts, blockouts, and playable spaces in Unity with attention to navigation, gameplay flow, composition, and environmental storytelling.
Hard-surface modeling: Build sci-fi architecture, structures, props, and modular environment kits with production-ready geometry.
Texturing and materials: Create PBR textures, UVs, baked maps, trim sheets, and optimized materials.
Unity implementation: Assemble environments, set dressing, prefabs, and game-ready scenes using organized asset workflows.
Lighting and atmosphere: Deliver cinematic real-time lighting in Unity, including baked/dynamic lights, post-processing, and atmosphere.
Shaders: Create and adapt shaders and materials using Unity Shader Graph and relevant rendering tools.
Optimization: Manage LODs, polygon budgets, texture memory, batching, and lighting performance.
Collaboration: Work with concept artists, designers, and developers to deliver visually cohesive, functional environments.
Required Qualifications:
At least 3 years of relevant professional experience in 3D environment art for games.
Strong hands-on Unity experience in environment creation, scene assembly, lighting, materials, shaders, and optimization.
Proficiency in hard-surface 3D modeling, particularly sci-fi architecture, mechanical props, and modular environments.
Experience with level greyboxing/blockouts and fundamental level design principles.
Knowledge of PBR texturing, UV mapping, baking, material authoring, and trim-sheet workflows.
Experience with real-time lighting and post-processing within Unity.
Working knowledge of Unity Shader Graph and Unity rendering pipelines.
Full game art pipeline knowledge and the generalist ability to take environments from concept through polished, game-ready implementation in Unity.
Strong grasp of scale, composition, color, material definition, and environmental storytelling.
Ability to work independently, communicate clearly, and meet production deadlines.
Availability for 25-40 hours per week.
Preferred / Bonus Skills:
Blender 3D experience is a plus.
Experience with sci-fi, futuristic, industrial, or other hard-surface-heavy environments.
Experience with Substance 3D Painter, Substance 3D Designer, or equivalent tools.
Experience with Unity URP and/or HDRP, procedural workflows, VFX, or volumetric effects.
Experience on shipped or commercially developed games.
Portfolio Requirements:
A portfolio demonstrating relevant work is mandatory. It should ideally show real-time game environments, hard-surface modeling, materials/texturing, and lighting.
Environment breakdowns (blockouts, wireframes, modular assets, materials, and final in-engine results) are especially valuable.
Applications without a relevant portfolio will not be considered.
How to Apply?
Email: HR@kruzer.com.au
Please submit your resume/CV, portfolio link (ArtStation or equivalent), examples of Unity environment work if available, weekly availability (25-40 hours), and expected hourly or monthly compensation via this email.

Work arrangement
Yes

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