Senior Biome Artist: Master Large-Scale Environments in UE5

BULKHEAD Limited

East Midlands

Presencial

GBP 52.000 - 86.000

Jornada completa

14 días+

Una candidatura completa en un minuto

Currículum y carta de presentación personalizados, listos para enviar.

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Descripción de la vacante

BULKHEAD in the United Kingdom is seeking a Senior Biome Artist to own and build large-scale biomes and environments, collaborating with Art, Concept and Level Design teams to translate artistic vision into performant in-engine assets.

You will drive landscape master materials, procedural foliage placement, and shader libraries in UE5, with a focus on SpeedTree and ZBrush workflows, mentoring junior artists along the way.

Formación

  • Portfolio showing large-scale natural environments and organic asset work.
  • Expert understanding of modern game art pipelines and dependencies.
  • Experience using Unreal Engine 5 for large environments, with Nanite.
  • Proficiency with landscape materials, foliage scattering and procedural content creation.
  • Strong world-building sense with knowledge of level design requirements.

Responsabilidades

  • Own and build large-scale biomes and environments in collaboration with Art, Concept and Level Design teams.
  • Define biome rules and ecosystems for vegetation, terrain and props placement.
  • Develop and maintain landscape master materials and foliage workflows in UE5 (SpeedTree, ZBrush).
  • Set vegetation standards and ensure consistency and quality across assets.
  • Lead visual research, prototyping, and previsualisation to guide creative direction.
  • Mentor junior and mid-level artists, providing feedback and knowledge sharing.

Conocimientos

Large-scale environments
UE5 / Nanite
SpeedTree
ZBrush
Landscape materials
Mentoring

Herramientas

Unreal Engine 5
SpeedTree
ZBrush
Procedural content tools

Descripción del empleo

BULKHEAD in the United Kingdom is seeking a Senior Biome Artist to own and build large-scale biomes and environments, collaborating with Art, Concept and Level Design teams to translate artistic vision into performant in-engine assets.

You will drive landscape master materials, procedural foliage placement, and shader libraries in UE5, with a focus on SpeedTree and ZBrush workflows, mentoring junior artists along the way.

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