{"data":{"company":{"name":"GameSim","slug":"gamesim","logo_url":"https://logos.yubhub.co/j.com.png","canonical_domain":"apply.workable.com","editorial":null,"wikidata_id":"Q15070342","founded":"2008-01-01","ceo":null,"founders":[],"hq_location":null,"industry":"video game industry","employee_count":null,"official_website":"http://www.gamesim.com/","wikipedia_url":"https://en.wikipedia.org/wiki/GameSim","stock_ticker":null,"stock_price":null,"market_cap":null,"revenue":null,"ipo_date":null,"sector":null,"full_time_employees":null,"company_description":null,"twitter_username":null,"linkedin_id":null,"instagram_username":"gamesim","facebook_id":null,"parent_org":null,"country":"United States","github_org":"gamesim","github_public_repos":0,"github_followers":0,"github_verified":0,"github_description":null,"github_location":"Orlando, FL","github_blog":"http://www.gamesim.com/","github_twitter":null,"stock_exchange":null,"stock_beta":null,"stock_range":null,"stock_is_actively_trading":null,"fmp_image":null,"fmp_address":null,"fmp_city":null,"fmp_state":null,"fmp_country":null,"recent_news":[],"search_interest_index":null,"search_interest_trend":null,"wikipedia_monthly_views":277,"hn_mention_count":null,"hn_top_stories":[],"wayback_first_year":null,"sec_incorporation_state":null,"sec_latest_filing_type":null,"sec_latest_filing_date":null,"sec_filings":[],"research_papers_count":null,"research_citations_count":null,"research_h_index":null,"research_topics":[],"is_federal_contractor":null,"earnings_calendar":[],"industry_canonical":null,"enrichment_sources":["wikidata","github","news"],"last_enriched_at":"2026-03-20T16:23:20.942Z"},"hiring":{"total_jobs":10,"categories":[{"category":"engineering","count":6},{"category":"design","count":3}],"experience_levels":[{"level":"senior","count":7},{"level":"mid","count":1}],"work_arrangements":[{"arrangement":"remote","count":8},{"arrangement":"hybrid","count":1}],"top_titles":[{"title":"Lighting Artist - GameSim - Talent Pipeline","count":2},{"title":"Environment Artist - GameSim - Talent Pipeline","count":2},{"title":"VFX Artist - GameSim - Talent Pipeline","count":1},{"title":"VFX Artist","count":1},{"title":"Senior VFX Artist - GameSim - Talent Pipeline","count":1},{"title":"Senior Lighting Artist","count":1},{"title":"Senior Environment Artist","count":1},{"title":"Principal Environment Artist - GameSim - Pipeline","count":1}],"locations":[{"location":"new orleans","count":2},{"location":"orlando, fl","count":1},{"location":"orlando","count":1},{"location":"new orleans, louisiana","count":1},{"location":"british columbia, canada","count":1},{"location":"british columbia","count":1}],"skills":[{"skill":"Unreal Engine","required":6,"preferred":0,"total":6},{"skill":"Maya","required":5,"preferred":0,"total":5},{"skill":"Blender","required":5,"preferred":0,"total":5},{"skill":"Substance Designer","required":4,"preferred":1,"total":5},{"skill":"ZBrush","required":4,"preferred":0,"total":4},{"skill":"Houdini","required":1,"preferred":3,"total":4},{"skill":"Photoshop","required":4,"preferred":0,"total":4},{"skill":"Substance Painter","required":3,"preferred":0,"total":3},{"skill":"Unreal Engine 5","required":3,"preferred":0,"total":3},{"skill":"Environment Art","required":3,"preferred":0,"total":3},{"skill":"Real-time Lighting","required":3,"preferred":0,"total":3},{"skill":"3DS Max","required":2,"preferred":0,"total":2},{"skill":"Niagara","required":2,"preferred":0,"total":2},{"skill":"Unity","required":2,"preferred":0,"total":2},{"skill":"EmberGen","required":1,"preferred":1,"total":2},{"skill":"Lighting Creation","required":2,"preferred":0,"total":2},{"skill":"Game Development","required":2,"preferred":0,"total":2},{"skill":"Art Direction","required":2,"preferred":0,"total":2},{"skill":"Technical Art","required":2,"preferred":0,"total":2},{"skill":"VFX","required":2,"preferred":0,"total":2}],"salary_stats":null,"job_types":[{"type":"full-time","count":10}],"latest_jobs":[{"id":"job_d1a8419d-d55","title":"Principal Environment Artist - GameSim - Pipeline","source_url":"https://apply.workable.com/j/B6B7686113","location":null,"job_type":"full-time","experience_level":"senior","work_arrangement":"remote","category":"Design","description":"<p>GameSim is seeking a Principal Environment Artist to help define and elevate the quality, efficiency, and consistency of environment-art production across GameSim projects.</p>\n<p>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.</p>\n<p><strong>What Success Looks Like</strong></p>\n<p>Within your first 90 days, you will:</p>\n<ul>\n<li>Develop a strong understanding of GameSim&#39;s projects, clients, production structure, and environment-art capabilities.</li>\n<li>Build trust with artists, project leadership, clients, and partner studios through clear communication and reliable decision-making.</li>\n<li>Create or guide the development of benchmark work that establishes a clear visual and technical quality bar.</li>\n<li>Identify a meaningful artistic, technical, or workflow challenge and help implement a practical improvement.</li>\n<li>Provide feedback and mentorship that improves the quality, consistency, and effectiveness of the environment team.</li>\n</ul>\n<p><strong>Responsibilities</strong></p>\n<h4>Artistic Leadership and Execution</h4>\n<ul>\n<li>Create high-quality real-time environments, architecture, modular kits, hero assets, materials, terrain, foliage, and world-building content.</li>\n<li>Produce benchmark assets and scenes that communicate expectations for composition, scale, visual hierarchy, material quality, environmental storytelling, and final polish.</li>\n<li>Translate art direction, concept art, reference material, design requirements, and client feedback into clear production goals.</li>\n<li>Establish environment-art strategies for modular construction, asset reuse, trim sheets, material systems, terrain, foliage, set dressing, and world building.</li>\n<li>Maintain a strong hands-on contribution when establishing quality bars, validating workflows, solving difficult problems, or supporting critical deliverables.</li>\n<li>Evaluate environment artwork objectively and provide specific, actionable feedback through reviews, paintovers, blockouts, reference boards, documentation, or in-engine examples.</li>\n</ul>\n<h4>Production and Pipeline Development</h4>\n<ul>\n<li>Partner with Art Direction, Production, and Technical Art to define environment workflows that balance visual quality, scope, schedule, and technical requirements.</li>\n<li>Identify artistic, technical, and production risks early and recommend practical solutions.</li>\n<li>Help teams break down broad or incomplete direction into understandable tasks, milestones, priorities, and acceptance criteria.</li>\n<li>Improve environment-art pipelines through reusable workflows, templates, documentation, example assets, and production standards.</li>\n<li>Support planning and estimation by evaluating asset complexity, dependencies, staffing needs, and production risks.</li>\n<li>Troubleshoot challenging issues related to asset construction, materials, world building, optimization, engine implementation, or content integration.</li>\n<li>Help ensure environments meet project requirements for performance, memory, streaming, draw calls, shader complexity, collision, LODs, and platform limitations.</li>\n</ul>\n<h4>Team and Project Influence</h4>\n<ul>\n<li>Guide environment artists across internal teams, partner studios, and external development groups.</li>\n<li>Mentor senior artists and emerging leads in artistic judgment, communication, planning, review practices, and decision-making.</li>\n<li>Collaborate with Art Directors to maintain a consistent visual direction across teams and deliverables.</li>\n<li>Participate in client meetings, milestone reviews, art reviews, and project-planning discussions when senior environment-art representation is needed.</li>\n<li>Communicate risks, tradeoffs, priorities, and recommendations clearly to artistic and non-artistic stakeholders.</li>\n<li>Help align teams working across different studios, disciplines, cultures, and time zones.</li>\n<li>Support prototypes, art tests, project pitches, preproduction efforts, and early pipeline development.</li>\n<li>Contribute to the continued growth of GameSim&#39;s environment-art discipline through mentorship, hiring support, portfolio reviews, documentation, and capability planning.</li>\n</ul>\n<p><strong>Requirements</strong></p>\n<ul>\n<li>Extensive professional experience in game development, real-time production, or a closely related field.</li>\n<li>Multiple shipped games or comparable professional real-time projects.</li>\n<li>A portfolio demonstrating exceptional environment-art quality and strong production judgment.</li>\n<li>Expert understanding of composition, scale, proportion, visual hierarchy, shape language, material definition, lighting response, environmental storytelling, and scene cohesion.</li>\n<li>Advanced experience creating modular environments, architecture, props, terrain, materials, and reusable asset systems.</li>\n<li>Strong understanding of modeling, UVs, baking, texel density, trim sheets, tileable materials, decals, vertex blending, and real-time material workflows.</li>\n<li>Professional experience developing environments in Unreal Engine or another modern real-time engine.</li>\n<li>Strong understanding of environment optimization, including LODs, memory, streaming, draw calls, collision, shader complexity, and platform constraints.</li>\n<li>Experience establishing visual benchmarks, environment pipelines, asset standards, or production workflows.</li>\n<li>Demonstrated ability to solve complex artistic, technical, and production problems with limited supervision.</li>\n<li>Experience guiding senior artists, leads, distributed teams, external partners, or vendors.</li>\n<li>Ability to provide clear, constructive, and actionable artistic feedback.</li>\n<li>Strong understanding of how to balance quality, scope, schedule, technical requirements, and available resources.</li>\n<li>Strong written, verbal, presentation, and interpersonal communication skills.</li>\n<li>Experience collaborating with Art Direction, Production, Technical Art, Design, Engineering, Lighting, VFX, and other development disciplines.</li>\n<li>Ability to adapt to different projects, visual styles, engines, pipelines, and client expectations.</li>\n<li>Comfort participating in client-facing discussions and representing environment-art decisions professionally.</li>\n</ul>\n<p><strong>Tools and Technical Experience</strong></p>\n<p>Candidates should have advanced experience with a professional environment-art toolset. This may include:</p>\n<ul>\n<li>Maya, Blender, 3ds Max, or a comparable 3D content-creation package</li>\n<li>ZBrush or an equivalent sculpting application</li>\n<li>Substance 3D Painter and Substance 3D Designer</li>\n<li>Photoshop or comparable image-editing software</li>\n<li>Unreal Engine 5 or another modern real-time engine</li>\n<li>Perforce or another production source-control system</li>\n<li>Jira, Confluence, Miro, or comparable planning and documentation tools</li>\n</ul>\n<p><strong>Preferred Qualifications</strong></p>\n<ul>\n<li>Experience working in co-development, outsourcing, consulting, or work-for-hire game production.</li>\n<li>Experience contributing to AAA PC or console titles.</li>\n<li>Experience working across both realistic and stylized visual pipelines.</li>\n<li>Experience supporting multiple projects or teams at a studio or discipline level.</li>\n<li>Experience owning a level, biome, world region, or major environment feature from early planning through final delivery.</li>\n<li>Experience with Unreal Engine systems such as World Partition, Nanite, virtual texturing, procedural content generation, landscape tools, material functions, Blueprints, or profiling tools.</li>\n<li>Houdini experience involving procedural modeling, terrain generation, scattering, modular construction, or artist-facing tools.</li>\n<li>Experience with foliage workflows, SpeedTree, photogrammetry, procedural generation, or organic-environment production.</li>\n<li>Experience with lighting and post-processing sufficient to establish visual targets and diagnose presentation issues.</li>\n<li>Familiarity with Python, editor scripting, automation, or technical-art tool development.</li>\n<li>Experience contributing to project scoping, staffing recommendations, bidding, hiring, or portfolio evaluation.</li>\n</ul>","enriched_at":1785773454809},{"id":"job_6c26ea1f-690","title":"Senior Lighting Artist","source_url":"https://apply.workable.com/j/67324E2062","location":null,"job_type":"full-time","experience_level":"senior","work_arrangement":"remote","category":"Design","description":"<p>GameSim is seeking a Senior Lighting Artist to create high-quality real-time lighting and help guide lighting execution across GameSim projects.</p>\n<p>This is a hands-on senior role with leadership responsibilities. You will review the work of other artists, provide clear direction and feedback, help organize lighting tasks, and ensure that scenes meet the visual and technical quality bar established by Art Direction and the client.</p>\n<p><strong>Responsibilities</strong></p>\n<h4>Lighting Creation and Artistic Execution</h4>\n<ul>\n<li>Create high-quality real-time lighting for gameplay environments, levels, cinematics, characters, and interactive sequences.</li>\n<li>Translate art direction, concept art, reference material, gameplay requirements, narrative goals, and client feedback into effective lighting solutions.</li>\n<li>Use lighting to establish mood, atmosphere, visual hierarchy, environmental storytelling, and player focus.</li>\n<li>Ensure lighting supports gameplay readability, navigation, combat visibility, character presentation, and important interactive elements.</li>\n</ul>\n<h4>Leadership and Quality Oversight</h4>\n<ul>\n<li>Oversee lighting work for an assigned area of the project.</li>\n<li>Review the work of lighting artists and other contributors whose work affects the final lighting result.</li>\n<li>Provide clear, constructive, and actionable feedback.</li>\n<li>Ensure lighting work follows the visual direction, technical standards, and quality expectations.</li>\n</ul>\n<h4>Planning and Production Support</h4>\n<ul>\n<li>Work with Art Direction and Production to break down lighting goals into clear tasks, priorities, estimates, and milestone deliverables.</li>\n<li>Help assess lighting scope, scene complexity, dependencies, and production risks.</li>\n<li>Support task assignment based on artist strengths, project priorities, and schedule needs.</li>\n</ul>\n<h4>Technical and Pipeline Responsibilities</h4>\n<ul>\n<li>Partner with Technical Art and Engineering to ensure lighting solutions are visually effective, technically stable, and appropriate for the target platform.</li>\n<li>Work within established budgets for frame rate, dynamic lights, shadows, volumetrics, reflections, global illumination, memory, and scalability.</li>\n</ul>\n<h4>Cross-Discipline Collaboration</h4>\n<ul>\n<li>Collaborate with Environment Art to ensure geometry, materials, composition, and set dressing support the intended lighting.</li>\n<li>Partner with VFX to integrate fog, particles, weather, fire, emissive effects, and atmospheric elements.</li>\n</ul>\n<p><strong>Requirements</strong></p>\n<ul>\n<li>Professional experience creating lighting for games, real-time projects, or a closely related field.</li>\n<li>At least one shipped game or comparable professional real-time project.</li>\n<li>A portfolio or reel demonstrating high-quality real-time lighting.</li>\n<li>Strong understanding of lighting fundamentals.</li>\n<li>Experience lighting gameplay environments and interactive real-time scenes.</li>\n<li>Professional experience using Unreal Engine or another modern real-time engine.</li>\n</ul>\n<p><strong>Tools and Technical Experience</strong></p>\n<ul>\n<li>Unreal Engine 5 or another modern real-time engine.</li>\n<li>Lumen or comparable real-time global-illumination systems.</li>\n<li>GPU Lightmass, CPU Lightmass, or comparable baked-lighting systems.</li>\n<li>Real-time profiling, visualization, and debugging tools.</li>\n<li>Photoshop or comparable image-editing software.</li>\n</ul>","enriched_at":1784369141049},{"id":"job_3f354b72-3ca","title":"Lighting Artist - GameSim - Talent Pipeline","source_url":"https://apply.workable.com/j/CC595D4F4B","location":"New Orleans, Louisiana","job_type":"full-time","experience_level":"senior","work_arrangement":"remote","category":"Design","description":"<p>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!</p>\n<p>This is a hands-on production role with opportunities to take on project-level leadership responsibilities. As a Lighting Artist, you will create high-quality real-time lighting and help support the execution of lighting work across GameSim projects.</p>\n<p><strong>What Success Looks Like</strong></p>\n<p>Within your first 90 days, you will:</p>\n<ul>\n<li>Develop a clear understanding of the project’s visual direction, lighting pipeline, gameplay requirements, technical constraints, and production schedule.</li>\n<li>Build effective working relationships with Art Direction, Production, Technical Art, Environment Art, Design, and other project disciplines.</li>\n<li>Create polished lighting work that meets the project’s established visual and technical quality bar.</li>\n<li>Take ownership of lighting for assigned scenes, environments, sequences, or gameplay areas.</li>\n<li>Provide useful feedback and support to other artists when asked to review or coordinate lighting work.</li>\n<li>Identify artistic, technical, or production risks early and communicate them to the appropriate project leads.</li>\n<li>Deliver assigned work on schedule and respond effectively to internal and client feedback.</li>\n</ul>\n<p><strong>Responsibilities</strong></p>\n<h4>Lighting Creation and Execution</h4>\n<ul>\n<li>Create high-quality real-time lighting for gameplay environments, levels, cinematics, characters, and interactive sequences.</li>\n<li>Translate art direction, concept art, reference material, gameplay requirements, narrative goals, and client feedback into effective lighting solutions.</li>\n<li>Use lighting to establish mood, atmosphere, visual hierarchy, environmental storytelling, and player focus.</li>\n<li>Ensure lighting supports gameplay readability, navigation, combat visibility, character presentation, and important interactive elements.</li>\n<li>Develop and refine exposure, color, contrast, fog, atmosphere, reflections, shadows, emissive response, color grading, and post-processing.</li>\n<li>Create lighting for a range of visual styles, including realistic, stylized, cinematic, and highly art-directed projects.</li>\n<li>Maintain visual consistency across related environments, gameplay spaces, sequences, times of day, and lighting conditions.</li>\n<li>Bring assigned scenes from initial lighting setup through final polish.</li>\n<li>Respond to feedback from Art Direction, project leadership, and clients in a timely and professional manner.</li>\n<li>Ensure completed work meets project requirements for quality, performance, organization, and delivery.</li>\n</ul>\n<h4>Leadership and Quality Support</h4>\n<ul>\n<li>Help oversee lighting work for an assigned scene, group of scenes, feature, or milestone when requested by project leadership.</li>\n<li>Review the work of other lighting artists or multidisciplinary artists contributing to lighting.</li>\n<li>Provide clear, respectful, and actionable feedback through written notes, live reviews, reference images, paintovers, or in-engine examples.</li>\n<li>Help ensure lighting work follows approved visual targets, technical standards, and project requirements.</li>\n<li>Communicate expected outcomes, priorities, and quality standards to artists working within an assigned area.</li>\n<li>Monitor the visual progress of assigned lighting work and identify scenes that may require additional revision or support.</li>\n<li>Confirm that feedback has been addressed before work is submitted for senior, Art Director, or client review.</li>\n<li>Support junior or less-experienced artists with lighting fundamentals, engine workflows, scene organization, optimization, and production practices.</li>\n<li>Lead by example through reliable execution, clear communication, constructive collaboration, and professional conduct.</li>\n<li>Escalate unresolved quality, schedule, scope, or technical concerns to the appropriate senior artist, Art Director, or Producer.</li>\n</ul>\n<h4>Planning and Production Support</h4>\n<ul>\n<li>Work with Art Direction and Production to understand lighting priorities, tasks, estimates, and milestone expectations.</li>\n<li>Help break lighting goals into clear and manageable production tasks.</li>\n<li>Provide progress updates and communicate when assigned work is at risk of missing quality, technical, or scheduling requirements.</li>\n<li>Participate in daily reviews, art reviews, milestone evaluations, and planning discussions.</li>\n<li>Help prepare lighting work for internal reviews, client presentations, milestone submissions, and final delivery.</li>\n<li>Balance hands-on production responsibilities with review, coordination, troubleshooting, and team support.</li>\n<li>Adjust priorities when creative direction, technical requirements, production scope, or client feedback changes.</li>\n<li>Maintain accurate task status and documentation using the project’s production-management tools.</li>\n</ul>\n<h4>Technical and Pipeline Responsibilities</h4>\n<ul>\n<li>Work with Technical Art and Engineering to ensure lighting is visually effective, technically stable, and appropriate for the target platform.</li>\n<li>Follow established budgets for dynamic lights, shadows, volumetrics, reflections, global illumination, memory, and scalability.</li>\n<li>Identify and help resolve issues involving exposure, shadow artifacts, light leaking, reflections, volumetrics, bake quality, material response, and post-processing.</li>\n<li>Use dynamic, baked, stationary, or hybrid lighting approaches according to the project’s established pipeline.</li>\n<li>Profile assigned lighting work and make informed visual adjustments to meet performance requirements.</li>\n<li>Validate lighting across relevant gameplay cameras, display settings, hardware targets, times of day, weather states, and scalability levels.</li>\n<li>Follow project standards for scene organization, naming conventions, source control, documentation, and asset integration.</li>\n<li>Contribute to reusable lighting setups, templates, documentation, validation processes, and team best practices.</li>\n<li>Identify workflow problems and communicate potential improvements to senior artists, Technical Art, or project leadership.</li>\n</ul>\n<h4>Cross-Discipline Collaboration</h4>\n<ul>\n<li>Collaborate with Environment Art to ensure geometry, materials, composition, and set dressing support the intended lighting.</li>\n<li>Partner with VFX to integrate fog, particles, weather, fire, emissive effects, and atmospheric elements.</li>\n<li>Work with Design to ensure lighting supports navigation, player guidance, combat readability, objectives, and interactive systems.</li>\n<li>Coordinate with Character Art and Animation to maintain readable and appealing character presentation.</li>\n<li>Support cinematic lighting needs involving shot composition, continuity, exposure, character lighting, and narrative focus.</li>\n<li>Communicate artistic and technical concerns clearly to both creative and non-creative stakeholders.</li>\n<li>Work effectively with distributed teams, partner studios, external vendors, and clients across different time zones.</li>\n</ul>\n<p><strong>Requirements</strong></p>\n<ul>\n<li>Professional experience creating lighting for games, real-time projects, animation, visualization, or a closely related field.</li>\n<li>A portfolio or reel demonstrating strong real-time lighting work.</li>\n<li>Strong understanding of lighting fundamentals, including value, color, contrast, composition, visual hierarchy, atmosphere, exposure, shadow, and material response.</li>\n<li>Experience lighting gameplay environments or interactive real-time scenes.</li>\n<li>Understanding of how lighting supports mood, gameplay readability, navigation, environmental storytelling, and player focus.</li>\n<li>Professional experience using Unreal Engine or another modern real-time engine.</li>\n<li>Experience with dynamic or baked lighting, global illumination, reflections, volumetrics, exposure, color grading, and post-processing.</li>\n<li>Working knowledge of physically based rendering and material response.</li>\n<li>Understanding of basic lighting optimization, including light cost, shadows, volumetrics, reflections, scalability, and platform constraints.</li>\n<li>Ability to take ownership of assigned scenes and follow them through review and completion.</li>\n<li>Ability to receive, interpret, and implement artistic and technical feedback.</li>\n<li>Experience reviewing artwork or providing constructive feedback to teammates.</li>\n<li>Ability to identify work that does not meet an established quality target and communicate practical improvements.</li>\n<li>Ability to balance visual quality, technical requirements, production scope, and schedule.</li>\n<li>Strong written, verbal, and interpersonal communication skills.</li>\n<li>Ability to organize priorities, communicate risks, and follow work through to completion.</li>\n<li>Experience collaborating with multiple game-development disciplines.</li>\n<li>Ability to adapt to different projects, visual styles, engines, pipelines, platforms, and client expectations.</li>\n<li>Ability to work effectively both independently and as part of a distributed team.</li>\n</ul>\n<p><strong>Tools and Technical Experience</strong></p>\n<p>Candidates should have experience with a professional real-time lighting toolset. This may include:</p>\n<ul>\n<li>Unreal Engine 5 or another modern real-time engine</li>\n<li>Lumen or comparable real-time global-illumination systems</li>\n<li>GPU Lightmass, CPU Lightmass, or comparable baked-lighting systems</li>\n<li>Real-time profiling, visualization, and debugging tools</li>\n<li>Photoshop or comparable image-editing software</li>\n<li>DaVinci Resolve, Nuke, After Effects, or comparable color and compositing tools</li>\n<li>Maya, Blender, 3ds Max, or another 3D content-creation package</li>\n<li>Perforce or another production source-control system</li>\n<li>Jira, Confluence, Miro, or comparable planning and documentation tools</li>\n</ul>","enriched_at":1784369087814},{"id":"job_ba1a46ea-c97","title":"Lighting Artist - GameSim - Talent Pipeline","source_url":"https://apply.workable.com/j/5FB3B35CDD","location":null,"job_type":"full-time","experience_level":null,"work_arrangement":"remote","category":null,"description":"<p>GameSim is a game development studio that partners with clients to build games across PC/console and a range of art styles. They care about craftsmanship, collaboration, and shipping work they’re proud to put their names on.</p>\n<p>The role: GameSim is seeking a Lighting Artist to create high-quality real-time lighting and help support the execution of lighting work across GameSim projects. This is a hands-on production role with opportunities to take on project-level leadership responsibilities.</p>\n<p>Responsibilities:</p>\n<h4>Lighting Creation and Execution</h4>\n<ul>\n<li>Create high-quality real-time lighting for gameplay environments, levels, cinematics, characters, and interactive sequences.</li>\n<li>Translate art direction, concept art, reference material, gameplay requirements, narrative goals, and client feedback into effective lighting solutions.</li>\n<li>Use lighting to establish mood, atmosphere, visual hierarchy, environmental storytelling, and player focus.</li>\n<li>Ensure lighting supports gameplay readability, navigation, combat visibility, character presentation, and important interactive elements.</li>\n<li>Develop and refine exposure, color, contrast, fog, atmosphere, reflections, shadows, emissive response, color grading, and post-processing.</li>\n<li>Create lighting for a range of visual styles, including realistic, stylized, cinematic, and highly art-directed projects.</li>\n<li>Maintain visual consistency across related environments, gameplay spaces, sequences, times of day, and lighting conditions.</li>\n<li>Bring assigned scenes from initial lighting setup through final polish.</li>\n<li>Respond to feedback from Art Direction, project leadership, and clients in a timely and professional manner.</li>\n<li>Ensure completed work meets project requirements for quality, performance, organization, and delivery.</li>\n</ul>\n<h4>Leadership and Quality Support</h4>\n<ul>\n<li>Help oversee lighting work for an assigned scene, group of scenes, feature, or milestone when requested by project leadership.</li>\n<li>Review the work of other lighting artists or multidisciplinary artists contributing to lighting.</li>\n<li>Provide clear, respectful, and actionable feedback through written notes, live reviews, reference images, paintovers, or in-engine examples.</li>\n<li>Help ensure lighting work follows approved visual targets, technical standards, and project requirements.</li>\n<li>Communicate expected outcomes, priorities, and quality standards to artists working within an assigned area.</li>\n<li>Monitor the visual progress of assigned lighting work and identify scenes that may require additional revision or support.</li>\n<li>Confirm that feedback has been addressed before work is submitted for senior, Art Director, or client review.</li>\n<li>Support junior or less-experienced artists with lighting fundamentals, engine workflows, scene organization, optimization, and production practices.</li>\n<li>Lead by example through reliable execution, clear communication, constructive collaboration, and professional conduct.</li>\n<li>Escalate unresolved quality, schedule, scope, or technical concerns to the appropriate senior artist, Art Director, or Producer.</li>\n</ul>\n<h4>Planning and Production Support</h4>\n<ul>\n<li>Work with Art Direction and Production to understand lighting priorities, tasks, estimates, and milestone expectations.</li>\n<li>Help break lighting goals into clear and manageable production tasks.</li>\n<li>Provide progress updates and communicate when assigned work is at risk of missing quality, technical, or scheduling requirements.</li>\n<li>Participate in daily reviews, art reviews, milestone evaluations, and planning discussions.</li>\n<li>Help prepare lighting work for internal reviews, client presentations, milestone submissions, and final delivery.</li>\n<li>Balance hands-on production responsibilities with review, coordination, troubleshooting, and team support.</li>\n<li>Adjust priorities when creative direction, technical requirements, production scope, or client feedback changes.</li>\n<li>Maintain accurate task status and documentation using the project’s production-management tools.</li>\n</ul>\n<h4>Technical and Pipeline Responsibilities</h4>\n<ul>\n<li>Work with Technical Art and Engineering to ensure lighting is visually effective, technically stable, and appropriate for the target platform.</li>\n<li>Follow established budgets for dynamic lights, shadows, volumetrics, reflections, global illumination, memory, and scalability.</li>\n<li>Identify and help resolve issues involving exposure, shadow artifacts, light leaking, reflections, volumetrics, bake quality, material response, and post-processing.</li>\n<li>Use dynamic, baked, stationary, or hybrid lighting approaches according to the project’s established pipeline.</li>\n<li>Profile assigned lighting work and make informed visual adjustments to meet performance requirements.</li>\n<li>Validate lighting across relevant gameplay cameras, display settings, hardware targets, times of day, weather states, and scalability levels.</li>\n<li>Follow project standards for scene organization, naming conventions, source control, documentation, and asset integration.</li>\n<li>Contribute to reusable lighting setups, templates, documentation, validation processes, and team best practices.</li>\n<li>Identify workflow problems and communicate potential improvements to senior artists, Technical Art, or project leadership.</li>\n</ul>\n<h4>Cross-Discipline Collaboration</h4>\n<ul>\n<li>Collaborate with Environment Art to ensure geometry, materials, composition, and set dressing support the intended lighting.</li>\n<li>Partner with VFX to integrate fog, particles, weather, fire, emissive effects, and atmospheric elements.</li>\n<li>Work with Design to ensure lighting supports navigation, player guidance, combat readability, objectives, and interactive systems.</li>\n<li>Coordinate with Character Art and Animation to maintain readable and appealing character presentation.</li>\n<li>Support cinematic lighting needs involving shot composition, continuity, exposure, character lighting, and narrative focus.</li>\n<li>Communicate artistic and technical concerns clearly to both creative and non-creative stakeholders.</li>\n<li>Work effectively with distributed teams, partner studios, external vendors, and clients across different time zones.</li>\n</ul>\n<p>Requirements:</p>\n<ul>\n<li>Professional experience creating lighting for games, real-time projects, animation, visualization, or a closely related field.</li>\n<li>A portfolio or reel demonstrating strong real-time lighting work.</li>\n<li>Strong understanding of lighting fundamentals, including value, color, contrast, composition, visual hierarchy, atmosphere, exposure, shadow, and material response.</li>\n<li>Experience lighting gameplay environments or interactive real-time scenes.</li>\n<li>Understanding of how lighting supports mood, gameplay readability, navigation, environmental storytelling, and player focus.</li>\n<li>Professional experience using Unreal Engine or another modern real-time engine.</li>\n<li>Experience with dynamic or baked lighting, global illumination, reflections, volumetrics, exposure, color grading, and post-processing.</li>\n<li>Working knowledge of physically based rendering and material response.</li>\n<li>Understanding of basic lighting optimization, including light cost, shadows, volumetrics, reflections, scalability, and platform constraints.</li>\n<li>Ability to take ownership of assigned scenes and follow them through review and completion.</li>\n<li>Ability to receive, interpret, and implement artistic and technical feedback.</li>\n<li>Experience reviewing artwork or providing constructive feedback to teammates.</li>\n<li>Ability to identify work that does not meet an established quality target and communicate practical improvements.</li>\n<li>Ability to balance visual quality, technical requirements, production scope, and schedule.</li>\n<li>Strong written, verbal, and interpersonal communication skills.</li>\n<li>Ability to organize priorities, communicate risks, and follow work through to completion.</li>\n<li>Experience collaborating with multiple game-development disciplines.</li>\n<li>Ability to adapt to different projects, visual styles, engines, pipelines, platforms, and client expectations.</li>\n<li>Ability to work effectively both independently and as part of a distributed team.</li>\n</ul>","enriched_at":1784369026538},{"id":"job_bb19c3eb-1b3","title":"Environment Artist - GameSim - Talent Pipeline","source_url":"https://apply.workable.com/j/1EE586A5E0","location":"New Orleans","job_type":"full-time","experience_level":"senior","work_arrangement":"remote","category":"Engineering","description":"<p>We&#39;re 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.</p>\n<p>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 polished results. Build, assemble, and integrate assets and environments in Unreal Engine, with attention to composition, readability, performance, and technical requirements. Support the full environment art pipeline, including modeling, UVs, baking, texturing, material creation, optimization, engine integration, and final polish. Review artwork from internal teammates, partner studios, or external vendors and provide clear, constructive, actionable feedback. Help translate broad client or project feedback into specific tasks, priorities, notes, and acceptance criteria that artists can execute against. Assist with maintaining visual consistency across assets, scenes, and artists by helping define quality bars, style expectations, and review standards. Collaborate with art directors, leads, producers, technical artists, designers, engineers, and artists across multiple studios and time zones. Help identify production risks early, including unclear direction, workflow gaps, quality issues, technical constraints, or schedule concerns. Contribute to workflow and pipeline improvements that help the team work more efficiently and consistently. Document processes, best practices, feedback, and workflow guidance when needed using tools such as Confluence, Miro, or Jira. Balance visual quality, production efficiency, and performance requirements while supporting the needs of each project.</p>\n<p>Requirements: 5+ years of professional experience as a 3D Environment Artist, Generalist, World Artist, or similar role in games or real-time production. At least one shipped game or comparable real-time interactive project. Strong portfolio demonstrating high-quality environment art, world building, prop creation, materials, and/or scene assembly. Strong artistic eye for form, composition, lighting, material definition, scale, visual hierarchy, and style consistency. Ability to work across different visual styles, from realistic to stylized, depending on project needs. Experience creating both individual assets and assembled environments/scenes. Solid understanding of the full environment art pipeline, including modeling, UV layout, baking, texturing, materials, optimization, and engine implementation. Professional experience with Unreal Engine. Proficiency with common production tools such as Maya, Blender, ZBrush, Substance Painter, Substance Designer, Photoshop. Practical understanding of real-time performance considerations, including LODs, draw calls, texel density, texture memory, collision, lightmaps, shaders/material complexity, scene organization, and asset budgets. Strong communication skills, especially when giving feedback, clarifying direction, documenting decisions, or breaking down complex problems. Ability to take vague or high-level direction and turn it into clear, actionable work. Comfortable collaborating with artists, leads, producers, and cross-discipline partners. Able to give and receive feedback professionally, clearly, and constructively. Strong ownership, follow-through, and problem-solving ability. Interest in growing into broader leadership responsibilities over time.</p>\n<p>Nice to Have: Previous experience mentoring artists, reviewing work, or informally supporting lead-level responsibilities. Experience working with outsourcing, co-development, partner studios, or external vendors. Experience collaborating with teams across different countries, cultures, and time zones. Experience providing feedback through written notes, paintovers, drawovers, video reviews, live calls, or structured review documents. Proficiency with common production tools such as Perforce, Jira, Miro, and Confluence. Experience helping define style guides, quality bars, workflow documentation, or art review standards. Experience breaking down client feedback into Jira tasks, art notes, production plans, or acceptance criteria. Experience with procedural workflows, Houdini, Blueprint, Python, scripting, or tool-assisted content creation. Experience with optimization passes, performance profiling, memory budgets, or platform-specific art constraints. Experience with both realistic and stylized production art. Experience in multiple engines or real-time pipelines. Experience working directly with clients or helping support client-facing reviews.</p>\n<p>Portfolio Requirements: Please include a portfolio that clearly demonstrates your environment art and/or generalist capabilities. Strong portfolios should include: Finished 3D environments, scenes, props, or world-building examples. Examples rendered or captured in a real-time engine, preferably Unreal Engine. Breakdowns showing your process, including blockout, modeling, UVs, baking, texturing, materials, set dressing, lighting, and final integration where applicable. Examples that show your ability to work across different visual styles. Examples of modular kits, reusable asset systems, material workflows, or production-friendly environment pipelines. Any examples that show technical problem solving, optimization, performance-aware decisions, or efficient workflows. If showing team-created work, please clearly explain what you personally contributed. Nice to have: examples of feedback, mentorship, documentation, workflow improvements, style matching, or before/after improvements you helped guide. Nice to have: written context explaining the goal of the work, constraints, tools used, your role, and any production challenges you helped solve.</p>","enriched_at":1780563879786},{"id":"job_e49520af-c4d","title":"Environment Artist - GameSim - Talent Pipeline","source_url":"https://apply.workable.com/j/44A0B73B4B","location":"British Columbia","job_type":"full-time","experience_level":"mid","work_arrangement":"remote","category":"Engineering","description":"<p>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.</p>\n<p>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.</p>\n<p>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.</p>\n<p>This is a hands-on production role with opportunities to support team alignment, mentor other artists, improve workflows, and grow toward lead-level responsibilities.</p>\n<p>Responsibilities:</p>\n<ul>\n<li>Create high-quality 3D environment art, props, modular assets, materials, set dressing, and world-building content across a variety of visual styles.</li>\n<li>Work from concept art, reference, style guides, blockouts, client direction, or incomplete/vague creative briefs to produce clear and polished results.</li>\n<li>Build, assemble, and integrate assets and environments in Unreal Engine, with attention to composition, readability, performance, and technical requirements.</li>\n<li>Support the full environment art pipeline, including modeling, UVs, baking, texturing, material creation, optimization, engine integration, and final polish.</li>\n<li>Review artwork from internal teammates, partner studios, or external vendors and provide clear, constructive, actionable feedback.</li>\n<li>Help translate broad client or project feedback into specific tasks, priorities, notes, and acceptance criteria that artists can execute against.</li>\n<li>Assist with maintaining visual consistency across assets, scenes, and artists by helping define quality bars, style expectations, and review standards.</li>\n<li>Collaborate with art directors, leads, producers, technical artists, designers, engineers, and artists across multiple studios and time zones.</li>\n<li>Help identify production risks early, including unclear direction, workflow gaps, quality issues, technical constraints, or schedule concerns.</li>\n<li>Contribute to workflow and pipeline improvements that help the team work more efficiently and consistently.</li>\n<li>Document processes, best practices, feedback, and workflow guidance when needed using tools such as Confluence, Miro, or Jira.</li>\n<li>Balance visual quality, production efficiency, and performance requirements while supporting the needs of each project.</li>\n</ul>\n<p>Requirements:</p>\n<ul>\n<li>5+ years of professional experience as a 3D Environment Artist, Generalist, World Artist, or similar role in games or real-time production.</li>\n<li>At least one shipped game or comparable real-time interactive project.</li>\n<li>Strong portfolio demonstrating high-quality environment art, world building, prop creation, materials, and/or scene assembly.</li>\n<li>Strong artistic eye for form, composition, lighting, material definition, scale, visual hierarchy, and style consistency.</li>\n<li>Ability to work across different visual styles, from realistic to stylized, depending on project needs.</li>\n<li>Experience creating both individual assets and assembled environments/scenes.</li>\n<li>Solid understanding of the full environment art pipeline, including modeling, UV layout, baking, texturing, materials, optimization, and engine implementation.</li>\n<li>Professional experience with Unreal Engine.</li>\n<li>Proficiency with common production tools such as Maya, Blender, ZBrush, Substance Painter, Substance Designer, Photoshop.</li>\n<li>Practical understanding of real-time performance considerations, including LODs, draw calls, texel density, texture memory, collision, lightmaps, shaders/material complexity, scene organization, and asset budgets.</li>\n<li>Strong communication skills, especially when giving feedback, clarifying direction, documenting decisions, or breaking down complex problems.</li>\n<li>Ability to take vague or high-level direction and turn it into clear, actionable work.</li>\n<li>Comfortable collaborating with artists, leads, producers, and cross-discipline partners.</li>\n<li>Able to give and receive feedback professionally, clearly, and constructively.</li>\n<li>Strong ownership, follow-through, and problem-solving ability.</li>\n<li>Interest in growing into broader leadership responsibilities over time.</li>\n</ul>\n<p>Nice to Have:</p>\n<ul>\n<li>Previous experience mentoring artists, reviewing work, or informally supporting lead-level responsibilities.</li>\n<li>Experience working with outsourcing, co-development, partner studios, or external vendors.</li>\n<li>Experience collaborating with teams across different countries, cultures, and time zones.</li>\n<li>Experience providing feedback through written notes, paintovers, drawovers, video reviews, live calls, or structured review documents.</li>\n<li>Proficiency with common production tools such as Perforce, Jira, Miro, and Confluence.</li>\n<li>Experience helping define style guides, quality bars, workflow documentation, or art review standards.</li>\n<li>Experience breaking down client feedback into Jira tasks, art notes, production plans, or acceptance criteria.</li>\n<li>Experience with procedural workflows, Houdini, Blueprint, Python, scripting, or tool-assisted content creation.</li>\n<li>Experience with optimization passes, performance profiling, memory budgets, or platform-specific art constraints.</li>\n<li>Experience with both realistic and stylized production art.</li>\n<li>Experience in multiple engines or real-time pipelines.</li>\n<li>Experience working directly with clients or helping support client-facing reviews.</li>\n</ul>\n<p>Portfolio Requirements:</p>\n<p>Please include a portfolio that clearly demonstrates your environment art and/or generalist capabilities.</p>\n<p>Strong portfolios should include:</p>\n<ul>\n<li>Finished 3D environments, scenes, props, or world-building examples.</li>\n<li>Examples rendered or captured in a real-time engine, preferably Unreal Engine.</li>\n<li>Breakdowns showing your process, including blockout, modeling, UVs, baking, texturing, materials, set dressing, lighting, and final integration where applicable.</li>\n<li>Examples that show your ability to work across different visual styles.</li>\n<li>Examples of modular kits, reusable asset systems, material workflows, or production-friendly environment pipelines.</li>\n<li>Any examples that show technical problem solving, optimization, performance-aware decisions, or efficient workflows.</li>\n<li>If showing team-created work, please clearly explain what you personally contributed.</li>\n<li>Nice to have: examples of feedback, mentorship, documentation, workflow improvements, style matching, or before/after improvements you helped guide.</li>\n<li>Nice to have: written context explaining the goal of the work, constraints, tools used, your role, and any production challenges you helped solve.</li>\n</ul>","enriched_at":1780563865668},{"id":"job_83d41ed5-5ed","title":"VFX Artist","source_url":"https://apply.workable.com/j/6E10D9408C","location":"Orlando","job_type":"full-time","experience_level":null,"work_arrangement":"hybrid","category":"Engineering","description":"<p>We&#39;re looking for a VFX Artist with strong real-time effects skills, solid technical judgment, and the potential to grow into broader lead responsibilities over time.</p>\n<p>This role is ideal for someone who enjoys creating high-quality visual effects while also helping teams stay aligned, organized, and efficient. Depending on the project, this person may contribute directly to hands-on VFX production, in-engine implementation, feedback, task breakdowns, optimization, workflow documentation, and cross-discipline collaboration.</p>\n<p>Because our projects can vary widely in style, scope, platform, and client needs, we are looking for an adaptable VFX artist with strong fundamentals, a practical production mindset, and the ability to translate creative or design direction into clear, executable effects work.</p>\n<p>This is a hands-on production role with opportunities to support small pods or strike teams, guide VFX quality, mentor other artists, and grow toward lead-level responsibilities.</p>\n<p>This role offers flexible work options, including remote, hybrid or in-office arrangements.</p>\n<h3>Responsibilities</h3>\n<ul>\n<li>Create custom real-time visual effects and implement them in-engine using Unreal Engine 5, Unity, or proprietary tools.</li>\n<li>Build high-quality effects for gameplay, environments, cinematics, atmosphere, combat, interaction, destruction, UI/game feedback, and other project needs.</li>\n<li>Create all necessary textures, flipbooks, materials, meshes, simulations, and supporting assets for real-time VFX.</li>\n<li>Maintain clean, readable, well-structured material graphs, Niagara systems, parameters, naming conventions, and reusable effect setups.</li>\n<li>Use tools such as Photoshop, Substance Designer, Blender, Houdini, Maya, EmberGen, or other software as needed to support effect creation.</li>\n<li>Work with complex material setups, Blueprints, scripting hooks, animation events, gameplay triggers, or engine-specific implementation needs.</li>\n<li>Troubleshoot VFX issues in partnership with Technical Art, Engineering, Design, Animation, Audio, and other disciplines.</li>\n<li>Own VFX optimization fundamentals, including particle counts, overdraw, shader cost, texture memory, spawn rates, scalability settings, and platform performance constraints.</li>\n<li>Help ensure effects are readable, performant, and aligned with gameplay needs, art direction, timing, mood, and player feedback.</li>\n<li>Review work from internal artists, partner studios, or external vendors and provide clear, constructive, actionable feedback.</li>\n<li>Help maintain a consistent quality bar across a set of effects, a feature, a level, or a small team pod.</li>\n<li>Support short-term planning by helping break down VFX requests into clear tasks, priorities, dependencies, risks, and definitions of done.</li>\n<li>Proactively identify production risks, including missing gameplay hooks, performance spikes, unclear direction, pipeline gaps, dependency issues, or inconsistent style execution.</li>\n<li>Collaborate closely with Designers, Concept Artists, Art Directors, Technical Artists, Engineers, Animators, Audio Designers, and Producers.</li>\n<li>Support client-facing communication when needed by clarifying requirements, sharing WIP, explaining constraints, and aligning on expected outcomes.</li>\n<li>Contribute to VFX workflow improvements, reusable templates, documentation, libraries, naming standards, or scalability rules when appropriate.</li>\n</ul>","enriched_at":1780477728098},{"id":"job_4c4e2171-092","title":"VFX Artist - GameSim - Talent Pipeline","source_url":"https://apply.workable.com/j/8B79622F7B","location":"New Orleans","job_type":"full-time","experience_level":"senior","work_arrangement":"remote","category":"Engineering","description":"<p>We are looking for a VFX Artist with strong real-time effects skills, solid technical judgment, and the potential to grow into broader lead responsibilities over time. This role is ideal for someone who enjoys creating high-quality visual effects while also helping teams stay aligned, organized, and efficient.</p>\n<p>As a VFX Artist at GameSim, you will create custom real-time visual effects and implement them in-engine using Unreal Engine 5, Unity, or proprietary tools. You will build high-quality effects for gameplay, environments, cinematics, atmosphere, combat, interaction, destruction, UI/game feedback, and other project needs.</p>\n<p>Responsibilities:</p>\n<ul>\n<li>Create custom real-time visual effects and implement them in-engine using Unreal Engine 5, Unity, or proprietary tools.</li>\n<li>Build high-quality effects for gameplay, environments, cinematics, atmosphere, combat, interaction, destruction, UI/game feedback, and other project needs.</li>\n<li>Create all necessary textures, flipbooks, materials, meshes, simulations, and supporting assets for real-time VFX.</li>\n<li>Maintain clean, readable, well-structured material graphs, Niagara systems, parameters, naming conventions, and reusable effect setups.</li>\n<li>Use tools such as Photoshop, Substance Designer, Blender, Houdini, Maya, EmberGen, or other software as needed to support effect creation.</li>\n<li>Work with complex material setups, Blueprints, scripting hooks, animation events, gameplay triggers, or engine-specific implementation needs.</li>\n<li>Troubleshoot VFX issues in partnership with Technical Art, Engineering, Design, Animation, Audio, and other disciplines.</li>\n<li>Own VFX optimization fundamentals, including particle counts, overdraw, shader cost, texture memory, spawn rates, scalability settings, and platform performance constraints.</li>\n<li>Help ensure effects are readable, performant, and aligned with gameplay needs, art direction, timing, mood, and player feedback.</li>\n<li>Review work from internal artists, partner studios, or external vendors and provide clear, constructive, actionable feedback.</li>\n<li>Help maintain a consistent quality bar across a set of effects, a feature, a level, or a small team pod.</li>\n<li>Support short-term planning by helping break down VFX requests into clear tasks, priorities, dependencies, risks, and definitions of done.</li>\n<li>Proactively identify production risks, including missing gameplay hooks, performance spikes, unclear direction, pipeline gaps, dependency issues, or inconsistent style execution.</li>\n<li>Collaborate closely with Designers, Concept Artists, Art Directors, Technical Artists, Engineers, Animators, Audio Designers, and Producers.</li>\n<li>Support client-facing communication when needed by clarifying requirements, sharing WIP, explaining constraints, and aligning on expected outcomes.</li>\n<li>Contribute to VFX workflow improvements, reusable templates, documentation, libraries, naming standards, or scalability rules when appropriate.</li>\n</ul>\n<p>Requirements:</p>\n<ul>\n<li>5+ years of professional game industry experience as a real-time VFX Artist or similar role.</li>\n<li>At least one shipped game title.</li>\n<li>Proven end-to-end real-time VFX workflow experience, from concept and asset creation through in-engine implementation and polish.</li>\n<li>Strong experience implementing effects in Unreal Engine 4 or 5, with strong working knowledge of Niagara.</li>\n<li>Strong particle animation fundamentals, including timing, rhythm, shape language, motion, impact, anticipation, dissipation, and readability.</li>\n<li>Strong understanding of natural energies and materials such as fire, smoke, water, electricity, magic, dust, debris, explosions, atmospherics, and environmental effects.</li>\n<li>Strong material and texture creation skills using tools such as Photoshop, Substance Designer, or similar software.</li>\n<li>Ability to create clean, readable, and well-constructed material graphs and VFX systems.</li>\n<li>Demonstrated understanding of real-time VFX optimization, including particle counts, overdraw, memory usage, material cost, scalability, and performance constraints.</li>\n<li>Ability to balance visual impact, gameplay clarity, technical cost, and production schedule.</li>\n<li>Strong communication skills, including clear written updates, verbal communication, documentation, and actionable feedback.</li>\n<li>Ability to interpret vague creative, design, or client direction and turn it into clear VFX tasks or implementation plans.</li>\n<li>Experience mentoring, reviewing, or guiding other artists. A formal Lead title is not required, but leadership behaviors are important.</li>\n<li>Comfortable collaborating across disciplines and working with design, engineering, technical art, production, and art direction.</li>\n<li>Strong ownership, follow-through, organization, and problem-solving ability.</li>\n<li>Interest in growing into broader leadership responsibilities over time.</li>\n</ul>\n<p>Nice to Have:</p>\n<ul>\n<li>Proficiency with common production tools such as Perforce, Jira, Miro, and Confluence.</li>\n<li>Houdini experience.</li>\n<li>EmberGen experience.</li>\n<li>Unity experience.</li>\n<li>Substance Designer experience.</li>\n<li>Experience with proprietary engines or custom VFX tools.</li>\n<li>Scripting or coding skills, such as C#, Python, Blueprint, or similar.</li>\n<li>2D animation or traditional animation experience.</li>\n<li>3D animation, simulation, or procedural content creation experience.</li>\n<li>Experience creating both stylized and realistic effects.</li>\n<li>Experience with foliage, atmospherics, environmental effects, weather, destruction, or ambient world VFX.</li>\n<li>Experience working with outsourcing, co-development teams, partner studios, or external vendors.</li>\n<li>Experience collaborating with teams across different countries, cultures, and time zones.</li>\n<li>Experience establishing VFX standards, templates, naming conventions, libraries, scalability rules, or pipeline documentation.</li>\n<li>Experience supporting client reviews, milestone deliveries, or cross-studio feedback loops.</li>\n<li>Experience leading a small pod, strike team, feature group, or informal group of artists.</li>\n</ul>\n<p>Portfolio Requirements:</p>\n<ul>\n<li>Please include a portfolio that clearly demonstrates your real-time VFX capabilities.</li>\n<li>Your portfolio must include:</li>\n</ul>\n<ul>\n<li>Real-time VFX assets with strong readability, timing, shape language, and clearly understandable visual elements.</li>\n<li>At least one example shown in a real-time gameplay context, preferably a video of the effect happening in-game or during interactive gameplay.</li>\n<li>Examples of strong material definition and texture work, with clean, readable, well-constructed setups.</li>\n<li>Effects that demonstrate fundamentals such as composition, mood, color choices, timing, motion, impact, readability, and understanding of natural energies.</li>\n<li>Examples of effects implemented in-engine, preferably in Unreal Engine 4 or 5 / Niagara.</li>\n<li>Breakdowns showing your process, including textures, materials, emitters, and procedural content creation.</li>\n</ul>","enriched_at":1780477665747},{"id":"job_bc5b0a3e-24c","title":"Senior VFX Artist - GameSim - Talent Pipeline","source_url":"https://apply.workable.com/j/7F69CE7B14","location":"British Columbia, Canada","job_type":"full-time","experience_level":"senior","work_arrangement":"remote","category":"Engineering","description":"<h3>Senior VFX Artist Role</h3>\n<p>We&#39;re seeking a Senior VFX Artist to join our team. As a senior, production-focused role, you&#39;ll create game-ready real-time VFX end-to-end: texturing/materials → particle effects → implementation in a proprietary or commercial engine.</p>\n<h4>Responsibilities</h4>\n<ul>\n<li>Create custom real-time visual effects and implement them in engine (UE5, Unity, or proprietary).</li>\n<li>Create all necessary textures and materials; maintain clean, readable graphs and parameterization.</li>\n<li>Utilize additional software tools like Photoshop, Blender, Houdini, or Maya as needed.</li>\n<li>Understand complex material setups, blueprints, or scripting hooks; troubleshoot issues and partner with Tech Art/Engineering.</li>\n<li>Own optimization fundamentals: budgets, overdraw, particle counts, memory/perf constraints, and console targets.</li>\n<li>Set quality bar, provide clear reviews/paintovers, and guide VFX execution for small pods or strike teams.</li>\n<li>Proactively identify risks (missing hooks, perf spikes, unclear direction), propose solutions, and escalate early.</li>\n<li>Collaborate closely with Designers, Concept Artists, and the Art Director; partner with Tech Art/Engineering as needed.</li>\n<li>Support client-facing communication when required: clarify requirements, share WIP, and align on “definition of done.”</li>\n<li>Assign tasks, set short-term priorities, and maintain a healthy backlog.</li>\n</ul>\n<h4>Requirements</h4>\n<ul>\n<li>Minimum 8-years of professional game industry experience with at least one shipped title.</li>\n<li>Proven end-to-end real-time VFX workflow experience working in-engine implementation in Unreal Engine 4 or 5 and Niagara.</li>\n<li>Strong particle animation fundamentals and shape language (readability, timing, impact).</li>\n<li>Strong material and texture creation skills in Photoshop and/or Substance Designer.</li>\n<li>Demonstrated optimization knowledge (particle counts, overdraw budgets, performance constraints).</li>\n<li>Leadership-level communication: clear written and verbal updates, actionable feedback, strong collaboration habits.</li>\n<li>Experience mentoring or leading other artists (formal lead role not required, but leadership behaviors are).</li>\n<li>Can work Central (CT) core hours with possible overlap hours with Pacific (PT) or Eastern (ET).</li>\n<li>Work options are flexible: remote / hybrid / onsite.</li>\n</ul>\n<h4>Nice-to-have</h4>\n<ul>\n<li>Houdini experience.</li>\n<li>Substance Designer experience.</li>\n<li>EmberGen experience.</li>\n<li>Unity experience.</li>\n<li>Scripting or coding skills (C#, Python, etc.).</li>\n<li>2D or 3D animation skills.</li>\n<li>Versatility across stylized and realistic work; foliage/atmospherics experience.</li>\n<li>Experience establishing VFX standards/pipeline (templates, naming, libraries, scalability rules).</li>\n</ul>\n<h4>Portfolio requirements</h4>\n<p>Your portfolio must include:</p>\n<ul>\n<li>Run-time VFX assets with strong readability and clearly understandable elements.</li>\n<li>Strong material definition and texture work (clean, readable, well-constructed).</li>\n<li>Evidence of fundamentals: composition, mood, readability, color choices, animation timing, and understanding of natural energies (fire, water, smoke, etc.).</li>\n<li>At least one example shown in a real-time context implemented in-game (video of the effect happening during gameplay).</li>\n<li>Bonus (strongly preferred): an example showing leadership impact—before/after mentorship, a small set of effects kept consistent across a style bar, or breakdowns/templates you built.</li>\n</ul>","enriched_at":1773053788806},{"id":"job_29b6d2bd-187","title":"Senior Environment Artist","source_url":"https://apply.workable.com/j/B7D991C89A","location":"Orlando, FL","job_type":"full-time","experience_level":"senior","work_arrangement":null,"category":"Engineering","description":"<p>We&#39;re seeking a Senior Environment Artist to join our team! As a senior, production-focused role with leadership responsibility, you&#39;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. You&#39;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.</p>\n<h3>90-day success looks like</h3>\n<p>Within your first 90 days, you&#39;ll work effectively and efficiently in UE5, or quickly ramp up in a proprietary engine and deliver high-quality work within its constraints. You&#39;ll deliver a set of polished, shippable environment content (a modular kit, hero set, or key scene slice) that matches the project&#39;s art direction and performance targets. You&#39;ll establish trust as a senior: provide clear feedback, create reusable examples/templates, and improve team consistency and throughput. You&#39;ll identify environment risks early (scope, workflow gaps, perf constraints) and propose practical solutions with Art Direction, Tech Art, and Production.</p>\n<h3>Day-to-day responsibilities</h3>\n<ul>\n<li>Create high-quality environment assets and scenes (architecture, organic environment, kits, hero props, set dressing) built for real-time performance.</li>\n<li>Drive material quality: trim sheets, tileables, layered materials, vertex blends, and reusable material functions as appropriate.</li>\n<li>Own scene/asset optimization: LOD strategy, streaming considerations, draw calls, memory, lightmap constraints, and platform targets.</li>\n<li>Lead execution for a small pod or strike team: break down tasks, set short-term priorities, and keep deliverables moving.</li>\n<li>Provide reviews and mentorship: actionable notes, paintovers/blockouts as needed, and consistent standards for “definition of done.”</li>\n<li>Collaborate cross-discipline (Design, Lighting, Tech Art, Engineering) to ensure environments support gameplay readability and performance.</li>\n<li>Support client-facing communication when needed: clarify requirements, share WIP, align on standards, and reduce rework through early alignment.</li>\n<li>Contribute to pipeline/process improvements: naming conventions, template scenes, kit documentation, and onboarding guides.</li>\n</ul>\n<h3>Requirements</h3>\n<ul>\n<li>Minimum 8-years of professional game industry experience with at least one shipped title.</li>\n<li>Experience working with industry standard tools such as Maya, 3DS Max, Blender, Substance Painter, Substance Designer, ZBrush, etc</li>\n<li>Proven experience shipping or delivering real-time environment work in Unreal Engine 4 or 5.</li>\n<li>Strong environment art fundamentals: composition, mood, scale, material definition, and cohesion.</li>\n<li>Strong modeling skills (architectural/modular, hard-surface, and organic); solid UV and baking fundamentals.</li>\n<li>Strong texturing/material skills (Photoshop + Substance Painter; Designer/trim workflows strongly preferred).</li>\n<li>Demonstrated optimization knowledge (LODs, texel density, streaming, draw calls, memory budgets).</li>\n<li>Leadership-level communication: clear written and verbal updates, actionable feedback, strong collaboration habits.</li>\n<li>Experience mentoring or guiding other artists (formal lead title not required, but leadership behaviors are).</li>\n<li>Can work Central (CT) core hours with possible overlap hours with Pacific (PT) or Eastern (ET).</li>\n<li>Work options are flexible: remote / hybrid / onsite.</li>\n</ul>\n<h3>Nice-to-have</h3>\n<ul>\n<li>Houdini experience (procedural kits, scattering, tools).</li>\n<li>Foliage/organic workflows (SpeedTree, ZBrush, photogrammetry).</li>\n<li>Lighting/post-process experience (can support look targets and debug scene issues).</li>\n<li>Experience owning a small slice of a level/biome from planning to delivery.</li>\n<li>Comfort working across stylized and realistic pipelines; strong reference analysis skills.</li>\n<li>Scripting/tooling familiarity (Python, editor scripting, or simple pipeline automation).</li>\n</ul>\n<h3>Portfolio requirements</h3>\n<p>Your portfolio must include:</p>\n<ul>\n<li>Real-time environments showing strong composition, material definition, and scene cohesion.</li>\n<li>Evidence of production thinking: modularity, reuse, consistency, and optimization awareness.</li>\n<li>At least one in-engine example (video walkthrough or gameplay capture preferred).</li>\n<li>Bonus (strongly preferred): evidence of leadership impact—mentorship examples, consistent kits built across multiple assets, documentation/templates, or before/after improvements.</li>\n</ul>","enriched_at":1773053727600}],"category_normalised":[{"category":"engineering","count":6},{"category":"design","count":3}],"velocity":{"weeks":[{"week_start":"2026-06-01","count":4},{"week_start":"2026-07-13","count":3},{"week_start":"2026-07-27","count":1}],"trend":"stable","wow_pct":-67},"momentum":{"recent_14d":0,"prior_14d":0,"growth_pct":0,"classification":"stable"},"salary_vs_industry":{"company_median":105000,"industry_median":193650,"percentile":5,"sample_size":1,"by_region":[],"transparency_pct":10,"industry_transparency_pct":1,"transparency_warning":true},"market_share":{"company_jobs":10,"industry_total":1913,"share_pct":0.5,"rank":4,"peer_count":6},"ai_exposure":{"occupation_weighted_score":0.295,"skill_weighted_score":0.276,"top_exposed_titles":[{"title":"Environment Artist - GameSim - Talent Pipeline","count":2,"score":0.249}],"top_exposed_skills":[{"skill":"Unreal Engine 5","count":3,"score":0.321},{"skill":"Houdini","count":4,"score":0.303},{"skill":"Substance Designer","count":5,"score":0.292},{"skill":"Photoshop","count":4,"score":0.276},{"skill":"Maya","count":5,"score":0.271},{"skill":"Blender","count":5,"score":0.271},{"skill":"Substance Painter","count":3,"score":0.249},{"skill":"ZBrush","count":4,"score":0.249},{"skill":"Unreal Engine","count":3,"score":0.249}]},"peer_set":[{"slug":"valve-corporation","name":"Valve Corporation","total_jobs":16,"similarity":1,"momentum_classification":"stable"},{"slug":"electronic-arts","name":"Electronic Arts","total_jobs":1760,"similarity":0.4,"momentum_classification":"accelerating"},{"slug":"keywords-studios","name":"Keywords Studios","total_jobs":104,"similarity":0.4,"momentum_classification":"stable"}],"skills_lq":[{"skill":"Substance Designer","company_count":5,"company_pct":50,"industry_pct":0.1,"lq":951.5,"required_pct":80},{"skill":"Unreal Engine 5","company_count":3,"company_pct":30,"industry_pct":0.4,"lq":81.56,"required_pct":100},{"skill":"Environment Art","company_count":3,"company_pct":30,"industry_pct":0.4,"lq":81.56,"required_pct":100},{"skill":"Blender","company_count":5,"company_pct":50,"industry_pct":1.1,"lq":45.31,"required_pct":100},{"skill":"Substance Painter","company_count":3,"company_pct":30,"industry_pct":0.8,"lq":38.06,"required_pct":100},{"skill":"ZBrush","company_count":4,"company_pct":40,"industry_pct":1.4,"lq":28.19,"required_pct":100},{"skill":"Houdini","company_count":4,"company_pct":40,"industry_pct":1.9,"lq":20.57,"required_pct":25},{"skill":"Unreal Engine","company_count":6,"company_pct":60,"industry_pct":5.1,"lq":11.77,"required_pct":100},{"skill":"Photoshop","company_count":4,"company_pct":40,"industry_pct":4.4,"lq":9.06,"required_pct":100},{"skill":"Maya","company_count":5,"company_pct":50,"industry_pct":5.7,"lq":8.81,"required_pct":100}],"geographic_shift":{"current":[{"region":"Unknown","count":5,"share_pct":71.4},{"region":"United States","count":1,"share_pct":14.3},{"region":"Canada","count":1,"share_pct":14.3}],"emerging":[],"shrinking":[]},"seniority_anomalies":{"exec_recent_30d":0,"exec_prior_90d_avg":0,"exec_growth_pct":0,"notable_exec_hires":[]},"posting_dynamics":{"median_days_open":null,"industry_median_days_open":28,"long_open_count":9,"closure_rate_pct":0}}}}