Senior Environment Artist
We’re looking for an experienced 3D Environment Artist to build the world of Hexborn — terrains, vegetation, and modeled set pieces that hold up under both stylized and photorealistic lighting, a core requirement given our current pivot toward a hybrid aesthetic. You’ll take concept art and turn it into fully realized terrain and environment assets inside Unity, using our terrain toolchain and a modern PBR texturing pipeline.
This is a hands‑on, high‑ownership role. You won’t just be executing a fixed spec — you’ll be helping shape how our new visual direction translates from concept into explorable environments, working closely with concept artists, level designers, and technical artists throughout.
Our Current Direction
- We’re actively pivoting from a strongly stylized anime style toward a blend of photorealism and anime aesthetics, leaning on kitbashed modular environment pieces to build out our world efficiently.
- For a sense of the kind of asset kits we work with
About Hexborn
Hexborn is our upcoming dark fantasy action RPG — a brutal blend of hack‑and‑slash combat, deep dungeon crawling, guild progression, and player‑driven rivalry set in a world consumed by an ever‑expanding corruption known as the Graveglass Blight.
- Players rise from an unknown mage into the leader of a legendary guild, mastering arcane combat, recruiting allies, forging relics, and descending into cursed ruins and large‑scale raids to uncover the truth behind their rare ability to fly.
- The demo is live now on Steam
We’re in the midst of an art direction shift — moving from a strongly stylized anime aesthetic into a blend of photorealism and anime influence. We need an environment artist who can help build the cursed ruins, catacombs, and Blight‑corrupted landscapes that define that new visual identity, from terrain and foliage through to hero set‑dressing.
What You’ll Do
- Build immersive, atmospheric environments — terrain, foliage, ruins, catacombs, and Blight‑corrupted landscapes
- Create modular environment kits that enable efficient level building and iteration
- Own the full asset pipeline — from high‑poly sculpting and low‑poly modeling through to texturing, LODs, and Unity implementation
- Work closely with concept artists to translate 2D designs into 3D environments that preserve the intended mood and composition
- Collaborate with level designers to ensure environments support gameplay flow, encounter design, and player navigation
- Partner with technical artists to establish and maintain texture budgets, shader guidelines, and performance targets for environments
- Iterate based on playtest feedback and art direction reviews to continuously raise environmental quality
What You’ll Need
- Proven professional experience as a 3D Environment Artist in Unity
- Strong portfolio demonstrating environmental work — terrain, modular kits, props, and full scenes
- Deep experience with PBR texturing pipelines and modern material workflows
- Proficiency with industry‑standard tools: Maya/Blender, Substance Painter/Designer, Photoshop
- Strong understanding of level art best practices — composition, scale, lighting, and atmosphere
- Experience optimizing environments for real‑time performance (LODs, draw calls, texture memory)
- Familiarity with Unity’s Terrain system and/or third‑party terrain tools
- Comfort working within an evolving art direction and iterating based on feedback
- Ability to work independently in a small, fast‑moving team where you’ll own your domain end‑to‑end
Benefits:
- Health & Insurance – Medical, dental, and vision insurance (often 100% employer-covered for the employee, partial for dependents); Life Insurance
- Financial – 401(k) with employer match; Yearly Performance-based Bonus
- Time Off – Unlimited PTO; Paid Holidays; Paid Sick Leave; Parental Leave
- Work Flexibility – Remote/hybrid flexibility; Flexible Working Hours / Core Hours Model
- Professional Growth – Learning & Development budget (conferences, courses, GDC tickets); Game Industry event passes (GDC, PAX, etc.)
- Wellness & Lifestyle – Wellness Stipend (gym, fitness apps); Free snacks/meals (for on-site days once you go hybrid); Home office stipend (for the remote period); Free copy of the game + industry game budget/stipend
- Relocation – Relocation assistance or stipend (relevant once you transition to hybrid on-site)
Perks & Tools (Hardware)
- Studio access to premium texture libraries: GameTextures, Quixel Megascans, and Poliigon
- MOVE AI markerless motion capture + Z CAM E2-M4 Cameras
- Faceware Mark IV mocap helmets for facial performance capture
- Industry‑grade workstation, built to spec
Work Arrangement
We’ll start fully remote for a 3–6 month grace period while you ramp up and get embedded with the team, then transition to a hybrid on‑site schedule.
Makeshift Software Inc. is the developer and publisher of Hexborn.
Apply now