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Rave Space in Berlin is looking for a 3D (Environment) Artist to create stunning real-time environments. This full-time role requires expertise in Blender, topology optimization, and asset creation to deliver visually impressive and performant designs.
Your work will directly impact immersive brand experiences for clients like Adobe and Universal Music. Join us in building tools that enhance creativity and efficiency in game development and virtual experiences.
Location: Berlin (on site) | Type: Full time
What started as the world's first virtual techno club experience has evolved into a leading platform for immersive brand experiences, virtual showrooms, live events and e commerce solutions. Companies like Adobe, Amazon, Samsung, Volkswagen, Universal Music and DekaBank trust our technology.
Our mission: Creating realistic, immersive worlds that run on any laptop while captivating thousands of users simultaneously.
You are the bridge between creative vision and technical performance. Your models look stunning but load in milliseconds.
Environment & Asset Creation: You build realistic spaces and assets that visually impress but remain geometrically simple ("Low Poly, High Fidelity").
Extreme Optimization: You have an almost surgical understanding of topology. Deleting backfaces, removing hidden geometry and cleaning meshes is part of your standard workflow, not an afterthought.
Texturing & Baking: You create texture atlases and efficiently bake asset packs onto single textures to minimize draw calls.
Lightmapping: You build your environments to unwrap cleanly for high quality lightmaps and baked shadows.
Pipeline Integration: You work with our internal Blender tools to automate workflows and use GitHub and VSCode to bring your assets into our engine.
We're not looking for high poly sculptors for film productions, but realtime architects.
Blender Pro: You live in Blender. You know the shortcuts, the modifiers and the quirks.
Topology Master: You know exactly where a detail needs geometry and where a texture suffices. You model with foresight: Where the user won't get close, we save polys.
Baking & UVs: You're skilled in unwrapping and baking (high to low, lightmaps, ambient occlusion). You know what a texture atlas is and why it's essential for WebGL.
Adaptability: You're eager to learn our internal tools and provide feedback to improve them.
Nice to have: Experience with Three.js or WebGL pipelines, experience in level design for games (Unity/Unreal backgrounds), an eye for lighting and composition in realtime environments.
Impact: Your work won't be rendered and archived, but experienced live by thousands of users, for brands like Adobe, Samsung and Universal Music.
Team & Tools: We build our own tools. If something in the workflow bothers you, we change it.
Location: Our office is in Berlin Kreuzberg (Köpenicker Str. 7), right in the heart of the city.