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BULKHEAD is seeking a Senior Biome Artist to own and craft large-scale biomes and environments using UE5 and our in-house tooling. You will define vegetation rules, build landscape materials, and balance fidelity with performance, collaborating across Art, Concept and Level Design teams.
You will lead visual research, mentor junior artists, and help shape the visual direction of major environments while advancing pipelines and staying ahead of technical challenges in real-time worlds.
As a Senior Biome Artist at BULKHEAD, you will play a key role in crafting visually compelling, immersive environments that define the quality of our worlds’ biomes. You’ll take full ownership of major environment spaces, from organic asset creation to the assembly of large-scale worlds using our in-house landscape tooling, ensuring they meet the artistic vision and technical performance benchmarks of the project.
You will bring strong visual instincts and technical precision, driving scene development from reference gathering through to engine integration. Your work will reflect a deep understanding of form, scale, composition and fidelity, with a proactive approach to problem-solving and innovation.
As a senior team member, you’ll collaborate closely across disciplines, contributing confidently to planning discussions and production alignment. You’ll give and receive constructive feedback, making informed decisions that balance creative and practical needs, and you’ll mentor junior and mid-level artists to uphold and elevate team standards.
This role offers the opportunity to influence visual direction, refine pipelines and contribute meaningfully to the success of both the project and your teammates, while continuing to grow as a creative and technical leader.
Own and build large-scale biomes and environments, working with the Art, Concept and Level Design teams
Define biome rules and ecosystems that govern how vegetation, terrain and props are placed across the world
Build and maintain landscape master materials, procedural foliage placement and shader libraries in UE5
Set and maintain studio-wide vegetation standards in SpeedTree, keeping all organic assets consistent and high quality
Own foliage performance, balancing visual fidelity against performance budgets with the technical art and engineering teams
Lead visual research, prototyping and previsualisation to drive creative direction for major environment themes
Act as the main point of contact for landscape and foliage art, tracking milestones and communicating clearly with Production and stakeholders
Lead small teams and mentor artists at all levels through feedback, coaching and knowledge-sharing
A portfolio demonstrating large-scale natural environments and organic asset work
Expert understanding of up-to-date game art processes, limitations and dependencies
Experience working in UE5 on large-scale environments using Nanite Expert in organic 3D asset creation using industry software packages (including SpeedTree and ZBrush or equivalent)
Experience with landscape materials, foliage scattering and procedural content creation
Expertise in world building, with a strong understanding of level design requirements and limitations
Experience with PCG framework
Experience with photogrammetry