Senior Prop Artist

Genesis AI

Paris

Hybrid

EUR 55.000 - 75.000

Vollzeit

14 Tage+

Eine vollständige Bewerbung in einer Minute

Maßgeschneiderter Lebenslauf und Anschreiben – versandbereit.

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Zusammenfassung

Genesis AI is seeking a Senior Prop Artist to model, sculpt, and texture photoreal props and digital twins for our Genesis World engine. This craft-heavy role demands real-time performance, precise scale, materials, and geometry to train robotics and embodied AI.

You will work with Maya/Blender, ZBrush, and Substance to build assets end-to-end, optimize for poly budgets, and ensure in-engine accuracy. Collaboration with rendering and physics engineers is essential to maintain fidelity and

Qualifikationen

  • 5+ years as a prop / hard-surface / environment artist with AAA real-time engine experience.
  • Strong modeling in Maya and/or Blender with ZBrush sculpting expertise.
  • Mastery of PBR texturing in Substance Painter/Designer.
  • Photogrammetry and scan cleanup experience for production-ready assets.
  • Deep understanding of real-time constraints: poly budgets, LODs, memory usage.

Aufgaben

  • Create photoreal props for digital twins end-to-end: modeling, high-poly sculpting, retopology, UVs, and PBR texturing.
  • Recreate real-world objects from reference and photogrammetry with accurate dimensions and wear.
  • Clean up, retopologize, and optimize scanned assets for real-time budgets without fidelity loss.
  • Author assets to meet strict poly, texture, and memory budgets for GPU-accelerated rendering.
  • Collaborate with rendering and physics engineers to ensure in-engine visual and physical correctness.
  • Maintain consistency, naming, and quality standards across a growing library of props.

Kenntnisse

5+ years experience
Maya
Blender
ZBrush
Substance Painter/Designer
Photogrammetry
Real-time optimization

Tools

Maya
Blender
ZBrush
Substance

Jobbeschreibung

About the Role

Genesis AI is building Genesis World, a unified multi-physics simulation engine paired with Nyx, our in-house path traced photorealistic renderer that powers the next generation of robotics and embodied AI. We are looking for a Senior Prop Artist to model, sculpt, and texture the physical objects and digital twins that populate our simulated worlds. Because these assets are used as training data for machines operating in the physical world, close enough is not enough, meaning scale, proportion, material response, and geometric accuracy must all hold up under scrutiny. This is a craft heavy role where you will apply game caliber art skills beyond entertainment to build beautiful, efficient assets that perform in real time and directly narrow the gap between simulation and reality.

What You'll Do
  • Create photoreal props for digital twins end-to-end: modeling, high-poly sculpting, retopology, UVs, and PBR texturing.

  • Recreate real-world objects from reference and photogrammetry, matching real dimensions, materials, and wear.

  • Clean up, retopologize, and optimize scanned and existing assets to meet real-time budgets without losing fidelity.

  • Author assets to strict poly, texture, and memory budgets suited to GPU-accelerated real-time rendering.

  • Partner with rendering and physics engineers to make sure assets are visually and physically correct in-engine.

  • Maintain consistency, naming, and quality standards across a growing library of props.

What We're Looking For
  • 5+ years as a prop / hard-surface / environment artist, with shipped work built under AAA real-time engine constraints (games, not VFX).

  • Strong modeling skills in Maya and/or Blender and sculpting expertise in ZBrush.

  • Mastery of PBR texturing in Substance (Painter/Designer).

  • Photogrammetry and scan cleanup experience; comfortable turning raw scans into production-ready assets.

  • Deep understanding of real-time constraints: poly budgets, LODs, texture memory, and optimization tradeoffs.

  • A sharp eye for accuracy, scale, and material fidelity, and the discipline to hit them consistently.

Nice to Have
  • Familiarity with real-time / GPU-accelerated rendering pipelines and how assets behave in a path-traced renderer.

  • Interest or background in robotics, embodied AI, or sim-to-real.

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