Senior Prop Artist Engineering & Research Paris

Genesis

Paris

Hybride

EUR 55 000 - 75 000

Plein temps

14 jours+
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Résumé du poste

Genesis AI is building Genesis World, a unified multi-physics simulation engine paired with Nyx, our in-house path traced 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, scale, proportion, material response, and geometric accuracy must all

Qualifications

  • 5+ years as a prop/hard-surface/environment artist with AAA real-time engine experience.
  • Strong modeling in Maya or Blender and ZBrush sculpting.
  • PBR texturing expertise in Substance Painter/Designer.
  • Photogrammetry and scan cleanup experience.
  • Understanding real-time constraints: poly budgets, LODs, texture memory.
  • Sharp eye for accuracy, scale, and material fidelity.

Responsabilités

  • 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.

Connaissances

Prop Artist
Maya / Blender
ZBrush
PBR Texturing
Photogrammetry
Real-time Optimization
Asset Quality

Outils

Substance Painter
Substance Designer

Description du poste

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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