Environment Artist (UE5)
We are looking for an Environment Artist who is confident in Unreal Engine 5 and can build strong vehicle friendly spaces: arenas, routes, readable navigation, and occasional vertical moments. Big plus if you are comfortable with terrain workflows and atmospheric scene finishing.
Requirements:
- Strong UE5 environment workflow experience
- Confident landscape and terrain pipeline knowledge
- Good sense of composition, scale, and readable layouts
- Ability to iterate quickly and deliver playable, good looking scenes
- Clear communication and ownership mindset
Responsibilities:
- Build environments in UE5: modular kits, props, decals, set dressing, composition, scale, readability for vehicle combat
- Terrain and landscape work: Landscape tools, layers, landscape materials, foliage, road cuts, slopes, biome shaping, procedural approaches when appropriate
- Scene mood: basic lighting, fog/volumetrics, post process and consistency across locations
- Environmental effects: dust, haze, particles, small ambient details, while keeping an eye on cost
- Work in sync with art director, level designer, and tech artist, iterate fast based on feedback
- Support quality and performance: Nanite basics, LOD/HLOD, instancing, foliage density, clean content organization
Conditions:
- Remote and flexible schedule: full time or a few hours per week
- Unpaid during demo stage, with a plan to move to paid development after funding
- Friendly team, clear tasks, constructive feedback
- Opportunity to publish a shared case study together
About the company
40 SOULS is a vehicular combat roguelite where corporations and cults run a tournament sacrifice under the watch of brutal gods. The player completes runs across zones and arenas, fights waves and bosses, makes choices between fights, and upgrades a combat vehicle with weapons, modules, and upgrades. The setting is a world where one city is destroyed, not a full post apocalyptic planet.
We are currently building a demo and preparing an investor pitch. This stage is unpaid. After the demo we plan to secure financing and move into paid development.
Team: ~35 people, including AA/AAA experienced specialists. Visual direction is already strong, now we want to level up environment quality and scene assembly for a high end demo.