{"version":"0.1","company":{"name":"YubHub","url":"https://yubhub.co","jobsUrl":"https://yubhub.co/jobs/at/gamesim"},"x-facet":{"type":"company","slug":"gamesim","display":"GameSim","count":4},"x-feed-size-limit":100,"x-feed-sort":"enriched_at desc","x-feed-notice":"This feed contains at most 100 jobs (the most recently enriched). For the full corpus, use the paginated /stats/by-facet endpoint or /search.","x-generator":"yubhub-xml-generator","x-rights":"Free to redistribute with attribution: \"Data by YubHub (https://yubhub.co)\"","x-schema":"Each entry in `jobs` follows https://schema.org/JobPosting. YubHub-native raw fields carry `x-` prefix.","jobs":[{"@context":"https://schema.org","@type":"JobPosting","identifier":{"@type":"PropertyValue","name":"YubHub","value":"job_bc5b0a3e-24c"},"title":"Senior VFX Artist - GameSim - Talent Pipeline","description":"<p><strong>Senior VFX Artist Role</strong></p>\n<p>We&#39;re seeking a Senior VFX Artist to join our team. As a senior, production-focused role, you&#39;ll create game-ready real-time VFX end-to-end: texturing/materials → particle effects → implementation in a proprietary or commercial engine.</p>\n<p><strong>Responsibilities</strong></p>\n<ul>\n<li>Create custom real-time visual effects and implement them in engine (UE5, Unity, or proprietary).</li>\n<li>Create all necessary textures and materials; maintain clean, readable graphs and parameterization.</li>\n<li>Utilize additional software tools like Photoshop, Blender, Houdini, or Maya as needed.</li>\n<li>Understand complex material setups, blueprints, or scripting hooks; troubleshoot issues and partner with Tech Art/Engineering.</li>\n<li>Own optimization fundamentals: budgets, overdraw, particle counts, memory/perf constraints, and console targets.</li>\n<li>Set quality bar, provide clear reviews/paintovers, and guide VFX execution for small pods or strike teams.</li>\n<li>Proactively identify risks (missing hooks, perf spikes, unclear direction), propose solutions, and escalate early.</li>\n<li>Collaborate closely with Designers, Concept Artists, and the Art Director; partner with Tech Art/Engineering as needed.</li>\n<li>Support client-facing communication when required: clarify requirements, share WIP, and align on “definition of done.”</li>\n<li>Assign tasks, set short-term priorities, and maintain a healthy backlog.</li>\n</ul>\n<p><strong>Requirements</strong></p>\n<ul>\n<li>Minimum 8-years of professional game industry experience with at least one shipped title.</li>\n<li>Proven end-to-end real-time VFX workflow experience working in-engine implementation in Unreal Engine 4 or 5 and Niagara.</li>\n<li>Strong particle animation fundamentals and shape language (readability, timing, impact).</li>\n<li>Strong material and texture creation skills in Photoshop and/or Substance Designer.</li>\n<li>Demonstrated optimization knowledge (particle counts, overdraw budgets, performance constraints).</li>\n<li>Leadership-level communication: clear written and verbal updates, actionable feedback, strong collaboration habits.</li>\n<li>Experience mentoring or leading other artists (formal lead role not required, but leadership behaviors are).</li>\n<li>Can work Central (CT) core hours with possible overlap hours with Pacific (PT) or Eastern (ET).</li>\n<li>Work options are flexible: remote / hybrid / onsite.</li>\n</ul>\n<p><strong>Nice-to-have</strong></p>\n<ul>\n<li>Houdini experience.</li>\n<li>Substance Designer experience.</li>\n<li>EmberGen experience.</li>\n<li>Unity experience.</li>\n<li>Scripting or coding skills (C#, Python, etc.).</li>\n<li>2D or 3D animation skills.</li>\n<li>Versatility across stylized and realistic work; foliage/atmospherics experience.</li>\n<li>Experience establishing VFX standards/pipeline (templates, naming, libraries, scalability rules).</li>\n</ul>\n<p><strong>Portfolio requirements</strong></p>\n<p>Your portfolio must include:</p>\n<ul>\n<li>Run-time VFX assets with strong readability and clearly understandable elements.</li>\n<li>Strong material definition and texture work (clean, readable, well-constructed).</li>\n<li>Evidence of fundamentals: composition, mood, readability, color choices, animation timing, and understanding of natural energies (fire, water, smoke, etc.).</li>\n<li>At least one example shown in a real-time context implemented in-game (video of the effect happening during gameplay).</li>\n<li>Bonus (strongly preferred): an example showing leadership impact—before/after mentorship, a small set of effects kept consistent across a style bar, or breakdowns/templates you built.</li>\n</ul>\n<p style=\"margin-top:24px;font-size:13px;color:#666;\">XML job scraping automation by <a href=\"https://yubhub.co\">YubHub</a></p>","url":"https://yubhub.co/jobs/job_bc5b0a3e-24c","directApply":true,"hiringOrganization":{"@type":"Organization","name":"GameSim","sameAs":"https://apply.workable.com","logo":"https://logos.yubhub.co/j.com.png"},"x-apply-url":"https://apply.workable.com/j/7F69CE7B14","x-work-arrangement":"remote","x-experience-level":"senior","x-job-type":"full-time","x-salary-range":null,"x-skills-required":["Unreal Engine 4 or 5","Niagara","Particle animation fundamentals","Material and texture creation skills in Photoshop and/or Substance Designer","Optimization knowledge (particle counts, overdraw budgets, performance constraints)","Leadership-level communication","Experience mentoring or leading other artists"],"x-skills-preferred":["Houdini experience","Substance Designer experience","EmberGen experience","Unity experience","Scripting or coding skills (C#, Python, etc.)","2D or 3D animation skills","Versatility across stylized and realistic work; foliage/atmospherics experience","Experience establishing VFX standards/pipeline (templates, naming, libraries, scalability rules)"],"datePosted":"2026-03-09T10:56:28.806Z","jobLocation":{"@type":"Place","address":{"@type":"PostalAddress","addressLocality":"British Columbia, Canada"}},"jobLocationType":"TELECOMMUTE","employmentType":"FULL_TIME","occupationalCategory":"Engineering","industry":"Technology","skills":"Unreal Engine 4 or 5, Niagara, Particle animation fundamentals, Material and texture creation skills in Photoshop and/or Substance Designer, Optimization knowledge (particle counts, overdraw budgets, performance constraints), Leadership-level communication, Experience mentoring or leading other artists, Houdini experience, Substance Designer experience, EmberGen experience, Unity experience, Scripting or coding skills (C#, Python, etc.), 2D or 3D animation skills, Versatility across stylized and realistic work; foliage/atmospherics experience, Experience establishing VFX standards/pipeline (templates, naming, libraries, scalability rules)"},{"@context":"https://schema.org","@type":"JobPosting","identifier":{"@type":"PropertyValue","name":"YubHub","value":"job_29b6d2bd-187"},"title":"Senior Environment Artist","description":"<p>We&#39;re seeking a Senior Environment Artist to join our team! As a senior, production-focused role with leadership responsibility, you&#39;ll create game-ready environment art end-to-end: planning and kit strategy → modeling → materials/textures → set dressing → implementation in a proprietary or commercial engine. You&#39;ll set a quality bar, establish standards, run reviews, direct workflows, help align environment art across teams and client expectations, mentor other artists, and proactively unblock production.</p>\n<p><strong>90-day success looks like</strong></p>\n<p>Within your first 90 days, you&#39;ll work effectively and efficiently in UE5, or quickly ramp up in a proprietary engine and deliver high-quality work within its constraints. You&#39;ll deliver a set of polished, shippable environment content (a modular kit, hero set, or key scene slice) that matches the project&#39;s art direction and performance targets. You&#39;ll establish trust as a senior: provide clear feedback, create reusable examples/templates, and improve team consistency and throughput. You&#39;ll identify environment risks early (scope, workflow gaps, perf constraints) and propose practical solutions with Art Direction, Tech Art, and Production.</p>\n<p><strong>Day-to-day responsibilities</strong></p>\n<ul>\n<li>Create high-quality environment assets and scenes (architecture, organic environment, kits, hero props, set dressing) built for real-time performance.</li>\n<li>Drive material quality: trim sheets, tileables, layered materials, vertex blends, and reusable material functions as appropriate.</li>\n<li>Own scene/asset optimization: LOD strategy, streaming considerations, draw calls, memory, lightmap constraints, and platform targets.</li>\n<li>Lead execution for a small pod or strike team: break down tasks, set short-term priorities, and keep deliverables moving.</li>\n<li>Provide reviews and mentorship: actionable notes, paintovers/blockouts as needed, and consistent standards for “definition of done.”</li>\n<li>Collaborate cross-discipline (Design, Lighting, Tech Art, Engineering) to ensure environments support gameplay readability and performance.</li>\n<li>Support client-facing communication when needed: clarify requirements, share WIP, align on standards, and reduce rework through early alignment.</li>\n<li>Contribute to pipeline/process improvements: naming conventions, template scenes, kit documentation, and onboarding guides.</li>\n</ul>\n<p><strong>Requirements</strong></p>\n<ul>\n<li>Minimum 8-years of professional game industry experience with at least one shipped title.</li>\n<li>Experience working with industry standard tools such as Maya, 3DS Max, Blender, Substance Painter, Substance Designer, ZBrush, etc</li>\n<li>Proven experience shipping or delivering real-time environment work in Unreal Engine 4 or 5.</li>\n<li>Strong environment art fundamentals: composition, mood, scale, material definition, and cohesion.</li>\n<li>Strong modeling skills (architectural/modular, hard-surface, and organic); solid UV and baking fundamentals.</li>\n<li>Strong texturing/material skills (Photoshop + Substance Painter; Designer/trim workflows strongly preferred).</li>\n<li>Demonstrated optimization knowledge (LODs, texel density, streaming, draw calls, memory budgets).</li>\n<li>Leadership-level communication: clear written and verbal updates, actionable feedback, strong collaboration habits.</li>\n<li>Experience mentoring or guiding other artists (formal lead title not required, but leadership behaviors are).</li>\n<li>Can work Central (CT) core hours with possible overlap hours with Pacific (PT) or Eastern (ET).</li>\n<li>Work options are flexible: remote / hybrid / onsite.</li>\n</ul>\n<p><strong>Nice-to-have</strong></p>\n<ul>\n<li>Houdini experience (procedural kits, scattering, tools).</li>\n<li>Foliage/organic workflows (SpeedTree, ZBrush, photogrammetry).</li>\n<li>Lighting/post-process experience (can support look targets and debug scene issues).</li>\n<li>Experience owning a small slice of a level/biome from planning to delivery.</li>\n<li>Comfort working across stylized and realistic pipelines; strong reference analysis skills.</li>\n<li>Scripting/tooling familiarity (Python, editor scripting, or simple pipeline automation).</li>\n</ul>\n<p><strong>Portfolio requirements</strong></p>\n<p>Your portfolio must include:</p>\n<ul>\n<li>Real-time environments showing strong composition, material definition, and scene cohesion.</li>\n<li>Evidence of production thinking: modularity, reuse, consistency, and optimization awareness.</li>\n<li>At least one in-engine example (video walkthrough or gameplay capture preferred).</li>\n<li>Bonus (strongly preferred): evidence of leadership impact—mentorship examples, consistent kits built across multiple assets, documentation/templates, or before/after improvements.</li>\n</ul>\n<p style=\"margin-top:24px;font-size:13px;color:#666;\">XML job scraping automation by <a href=\"https://yubhub.co\">YubHub</a></p>","url":"https://yubhub.co/jobs/job_29b6d2bd-187","directApply":true,"hiringOrganization":{"@type":"Organization","name":"GameSim","sameAs":"https://apply.workable.com","logo":"https://logos.yubhub.co/j.com.png"},"x-apply-url":"https://apply.workable.com/j/B7D991C89A","x-work-arrangement":"remote|hybrid|onsite","x-experience-level":"senior","x-job-type":"full-time","x-salary-range":null,"x-skills-required":["Maya","3DS Max","Blender","Substance Painter","Substance Designer","ZBrush","Unreal Engine 4","Unreal Engine 5","environment art","modeling","texturing","optimization"],"x-skills-preferred":["Houdini","foliage/organic workflows","lighting/post-process experience","scripting/tooling familiarity"],"datePosted":"2026-03-09T10:55:27.600Z","jobLocation":{"@type":"Place","address":{"@type":"PostalAddress","addressLocality":"Orlando, FL"}},"jobLocationType":"TELECOMMUTE","employmentType":"FULL_TIME","occupationalCategory":"Engineering","industry":"Technology","skills":"Maya, 3DS Max, Blender, Substance Painter, Substance Designer, ZBrush, Unreal Engine 4, Unreal Engine 5, environment art, modeling, texturing, optimization, Houdini, foliage/organic workflows, lighting/post-process experience, scripting/tooling familiarity"},{"@context":"https://schema.org","@type":"JobPosting","identifier":{"@type":"PropertyValue","name":"YubHub","value":"job_3ef7f1ed-43f"},"title":"3D Generalist","description":"<p>We&#39;re seeking a mid-level 3D Generalist to join our team. As a 3D Generalist, you&#39;ll create environment content end-to-end: modeling → texturing/materials → implementation in a proprietary engine. This role is hands-on and production-focused: you&#39;ll be trusted to take a set of concepts and art direction and turn them into finished, performant, real-time environments.</p>\n<p><strong>90-day success looks like</strong></p>\n<p>Within your first 90 days, you&#39;ll learn a proprietary engine quickly and work effectively inside its constraints. You&#39;ll deliver a complete environment area (assets + assembly + materials) that matches concept and art direction. You&#39;ll do it with minimal supervision, asking smart questions early, and communicating progress clearly.</p>\n<p><strong>Day-to-day responsibilities</strong></p>\n<ul>\n<li>Create custom environment assets and assemble environment areas (this is not primarily modular kit-building).</li>\n<li>Model and texture organic environment assets (rock walls, cliffs, tree roots, terrain-like forms) plus hard-surface props.</li>\n<li>Author high-quality materials in Substance 3D and apply them effectively in-engine.</li>\n<li>Understand shader concepts well enough to work within limits, troubleshoot issues, and collaborate with Tech Art/Engineering.</li>\n<li>Own optimization fundamentals: budgets, LODs, performance constraints, and console targets.</li>\n<li>Proactively problem-solve, communicate clearly, and contribute to a healthy team culture.</li>\n<li>Collaborate closely with the Environment Lead and Art Director; partner with Tech Art/Engineering as needed.</li>\n</ul>\n<p><strong>Requirements</strong></p>\n<ul>\n<li>Minimum 2-years of professional game industry experience working in a stylized realism art style.</li>\n<li>Strong environment modeling skills in Maya and/or Blender experience.</li>\n<li>Strong material creation skills in Substance 3D and Zbrush.</li>\n<li>Proven end-to-end environment workflow experience (modeling through in-engine implementation in Unreal Engine 4 or 5).</li>\n<li>Demonstrated optimization knowledge (LODs, budgets, constraints).</li>\n<li>Clear written and verbal communication; strong collaboration habits.</li>\n<li>Can work Eastern (ET) core hours with possible overlap hours with Pacific (PT)</li>\n<li>Work options are flexible: remote / hybrid / onsite.</li>\n</ul>\n<p><strong>Nice-to-have</strong></p>\n<ul>\n<li>Houdini experience.</li>\n<li>Technical art skills (tools, shader work, pipeline problem solving).</li>\n<li>Lighting skills (mood, readability, exposure discipline).</li>\n<li>Versatility across stylized and realistic work; foliage experience.</li>\n</ul>\n<p><strong>Portfolio requirements</strong></p>\n<p>Your portfolio must include:</p>\n<ul>\n<li>Organic environment assets (rocks/cliffs/roots/terrain-like forms) with strong forms and believable detail.</li>\n<li>Hard-surface environment assets (props/structures) with clean execution.</li>\n<li>Strong material definition and texture work (surface breakup, roughness/metalness control where applicable).</li>\n<li>Evidence of fundamentals: composition, mood, readability, lighting/color choices.</li>\n<li>At least one example shown in a real-time context (engine screenshots/video acceptable).</li>\n</ul>\n<p>If your portfolio is mostly props, mostly modular kits, or mostly offline renders, this is probably not the right fit.</p>\n<p style=\"margin-top:24px;font-size:13px;color:#666;\">XML job scraping automation by <a href=\"https://yubhub.co\">YubHub</a></p>","url":"https://yubhub.co/jobs/job_3ef7f1ed-43f","directApply":true,"hiringOrganization":{"@type":"Organization","name":"GameSim","sameAs":"https://apply.workable.com","logo":"https://logos.yubhub.co/j.com.png"},"x-apply-url":"https://apply.workable.com/j/F004B2209D","x-work-arrangement":"remote|hybrid|onsite","x-experience-level":"mid","x-job-type":"full-time","x-salary-range":null,"x-skills-required":["environment modeling","texturing","material creation","shader concepts","optimization fundamentals"],"x-skills-preferred":["Houdini","technical art skills","lighting skills","foliage experience"],"datePosted":"2026-03-09T10:50:12.250Z","jobLocation":{"@type":"Place","address":{"@type":"PostalAddress","addressLocality":"Orlando"}},"jobLocationType":"TELECOMMUTE","employmentType":"FULL_TIME","occupationalCategory":"Engineering","industry":"Technology","skills":"environment modeling, texturing, material creation, shader concepts, optimization fundamentals, Houdini, technical art skills, lighting skills, foliage experience"},{"@context":"https://schema.org","@type":"JobPosting","identifier":{"@type":"PropertyValue","name":"YubHub","value":"job_e0065c69-a36"},"title":"3D Generalist","description":"<p>We&#39;re seeking a mid-level 3D Generalist to join our team. As a 3D Generalist, you&#39;ll create environment content end-to-end: modeling → texturing/materials → implementation in a proprietary engine. This role is hands-on and production-focused: you&#39;ll be trusted to take a set of concepts and art direction and turn them into finished, performant, real-time environments.</p>\n<p><strong>90-day success looks like</strong></p>\n<p>Within your first 90 days, you&#39;ll learn a proprietary engine quickly and work effectively inside its constraints. You&#39;ll deliver a complete environment area (assets + assembly + materials) that matches concept and art direction. You&#39;ll do it with minimal supervision, asking smart questions early, and communicating progress clearly.</p>\n<p><strong>Day-to-day responsibilities</strong></p>\n<ul>\n<li>Create custom environment assets and assemble environment areas (this is not primarily modular kit-building).</li>\n<li>Model and texture organic environment assets (rock walls, cliffs, tree roots, terrain-like forms) plus hard-surface props.</li>\n<li>Author high-quality materials in Substance 3D and apply them effectively in-engine.</li>\n<li>Understand shader concepts well enough to work within limits, troubleshoot issues, and collaborate with Tech Art/Engineering.</li>\n<li>Own optimization fundamentals: budgets, LODs, performance constraints, and console targets.</li>\n<li>Proactively problem-solve, communicate clearly, and contribute to a healthy team culture.</li>\n<li>Collaborate closely with the Environment Lead and Art Director; partner with Tech Art/Engineering as needed.</li>\n</ul>\n<p><strong>Requirements</strong></p>\n<ul>\n<li>Minimum 2-years of professional game industry experience working in a stylized realism art style.</li>\n<li>Strong environment modeling skills in Maya and/or Blender experience.</li>\n<li>Strong material creation skills in Substance 3D and Zbrush.</li>\n<li>Proven end-to-end environment workflow experience (modeling through in-engine implementation in Unreal Engine 4 or 5).</li>\n<li>Demonstrated optimization knowledge (LODs, budgets, constraints).</li>\n<li>Clear written and verbal communication; strong collaboration habits.</li>\n<li>Can work Eastern (ET) core hours with possible overlap hours with Pacific (PT)</li>\n<li>Work options are flexible: remote / hybrid / onsite.</li>\n</ul>\n<p><strong>Nice-to-have</strong></p>\n<ul>\n<li>Houdini experience.</li>\n<li>Technical art skills (tools, shader work, pipeline problem solving).</li>\n<li>Lighting skills (mood, readability, exposure discipline).</li>\n<li>Versatility across stylized and realistic work; foliage experience.</li>\n</ul>\n<p><strong>Portfolio requirements</strong></p>\n<p>Your portfolio must include:</p>\n<ul>\n<li>Organic environment assets (rocks/cliffs/roots/terrain-like forms) with strong forms and believable detail.</li>\n<li>Hard-surface environment assets (props/structures) with clean execution.</li>\n<li>Strong material definition and texture work (surface breakup, roughness/metalness control where applicable).</li>\n<li>Evidence of fundamentals: composition, mood, readability, lighting/color choices.</li>\n<li>At least one example shown in a real-time context (engine screenshots/video acceptable).</li>\n</ul>\n<p>If your portfolio is mostly props, mostly modular kits, or mostly offline renders, this is probably not the right fit.</p>\n<p style=\"margin-top:24px;font-size:13px;color:#666;\">XML job scraping automation by <a href=\"https://yubhub.co\">YubHub</a></p>","url":"https://yubhub.co/jobs/job_e0065c69-a36","directApply":true,"hiringOrganization":{"@type":"Organization","name":"GameSim","sameAs":"https://apply.workable.com","logo":"https://logos.yubhub.co/j.com.png"},"x-apply-url":"https://apply.workable.com/j/AE0329A4E2","x-work-arrangement":"remote|hybrid|onsite","x-experience-level":"mid","x-job-type":"full-time","x-salary-range":null,"x-skills-required":["environment modeling","Substance 3D","Zbrush","Unreal Engine 4 or 5","optimization knowledge","clear written and verbal communication","collaboration habits"],"x-skills-preferred":["Houdini","technical art skills","lighting skills","foliage experience"],"datePosted":"2026-03-09T10:50:02.968Z","jobLocation":{"@type":"Place","address":{"@type":"PostalAddress","addressLocality":"Orlando"}},"jobLocationType":"TELECOMMUTE","employmentType":"FULL_TIME","occupationalCategory":"Engineering","industry":"Technology","skills":"environment modeling, Substance 3D, Zbrush, Unreal Engine 4 or 5, optimization knowledge, clear written and verbal communication, collaboration habits, Houdini, technical art skills, lighting skills, foliage experience"}]}