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As an Environment Artist, you will be responsible for creating high-quality, visually stunning environments that bring the world of MMA to life.</p>\n<p><strong>What You&#39;ll Do</strong></p>\n<ul>\n<li>Create high-quality benchmark content, from hero assets to fully realized arenas and fight spaces</li>\n<li>Build cinematic, physically authentic environments that enhance gameplay and presentation</li>\n<li>Translate concept art and real-world reference into modular, production-ready assets</li>\n<li>Execute high-poly to low-poly workflows with strong optimization awareness</li>\n<li>Craft realistic PBR materials, including authoring your own materials when needed</li>\n<li>Collaborate closely with Art Direction, Lighting, Design, VFX, Tech Art, and Engineering</li>\n</ul>\n<p><strong>What You Bring</strong></p>\n<ul>\n<li>6+ years of experience in Film, entertainment or relevant industries</li>\n<li>Strong proficiency in Maya</li>\n<li>Experience working in modern game engines (Unreal, Frostbite, Unity, or similar)</li>\n<li>Advanced skills in Substance Painter</li>\n<li>Experience with ZBrush and Photoshop</li>\n<li>Understanding of realistic PBR workflows</li>\n</ul>\n<p><strong>Nice to Have</strong></p>\n<ul>\n<li>Substance Designer, Houdini, Terrain tools (World Machine), After Effects, scripting knowledge, matte painting/image manipulation experience</li>\n</ul>\n<p><strong>Artistic &amp; Creative Strength</strong></p>\n<ul>\n<li>High Quality high poly modelling and materials</li>\n<li>Ability to create believable physical wear, surface breakup, and environmental storytelling</li>\n<li>Exceptional eye for lighting, composition, scale, and material realism</li>\n<li>Strong sense of cinematic presentation and broadcast authenticity</li>\n</ul>\n<p><strong>Ownership &amp; Collaboration</strong></p>\n<ul>\n<li>Ability to own and drive features independently with environment and team support when needed</li>\n<li>Proactive communicator with leads and teammates</li>\n<li>Self-organized, capable of tracking tasks and delivering on schedule</li>\n</ul>\n<p><strong>Mindset</strong></p>\n<ul>\n<li>Positive, consistent, and adaptable</li>\n<li>Passionate about your craft and pushing visual quality</li>\n<li>Open to feedback and continuous improvement</li>\n<li>Curious, growth-oriented, and proactive in solving challenges</li>\n</ul>\n<p><strong>Portfolio</strong></p>\n<ul>\n<li>High-fidelity environment work with strong material execution</li>\n<li>Examples demonstrating ownership from concept to final</li>\n<li>Cinematic composition and believability</li>\n</ul>\n<p><strong>Pay Transparency - North America</strong></p>\n<p>The ranges listed below are what EA in good faith expects to pay applicants for this role in these locations at the time of this posting. If you reside in a different location, a recruiter will advise on the applicable range and benefits. Pay offered will be determined based on a number of relevant business and candidate factors (e.g. education, qualifications, certifications, experience, skills, geographic location, or business needs).</p>\n<p><strong>PAY RANGES</strong></p>\n<ul>\n<li>British Columbia (depending on location e.g. Vancouver vs. Victoria) $91,100 - $126,900 CAD</li>\n</ul>\n<p>Pay is just one part of the overall compensation at EA.</p>\n<p>For Canada, we offer a package of benefits including vacation (3 weeks per year to start), 10 days per year of sick time, paid top-up to EI/QPIP benefits up to 100% of base salary when you welcome a new child (12 weeks for maternity, and 4 weeks for parental/adoption leave), extended health/dental/vision coverage, life insurance, disability insurance, retirement plan to regular full-time employees. Certain roles may also be eligible for bonus and equity.</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_eddc388c-892","directApply":true,"hiringOrganization":{"@type":"Organization","name":"Electronic Arts","sameAs":"https://jobs.ea.com","logo":"https://logos.yubhub.co/jobs.ea.com.png"},"x-apply-url":"https://jobs.ea.com/en_US/careers/JobDetail/Environment-Artist-2/212819","x-work-arrangement":"hybrid","x-experience-level":"senior","x-job-type":"full-time","x-salary-range":"$91,100 - $126,900 CAD","x-skills-required":["Maya","Unreal","Frostbite","Unity","Substance Painter","ZBrush","Photoshop","PBR workflows"],"x-skills-preferred":["Substance Designer","Houdini","Terrain tools (World Machine)","After Effects","scripting knowledge","matte painting/image manipulation experience"],"datePosted":"2026-03-09T11:02:45.081Z","jobLocation":{"@type":"Place","address":{"@type":"PostalAddress","addressLocality":"Vancouver"}},"employmentType":"FULL_TIME","occupationalCategory":"Engineering","industry":"Technology","skills":"Maya, Unreal, Frostbite, Unity, Substance Painter, ZBrush, Photoshop, PBR workflows, Substance Designer, Houdini, Terrain tools (World Machine), After Effects, scripting knowledge, matte painting/image manipulation experience","baseSalary":{"@type":"MonetaryAmount","currency":"USD","value":{"@type":"QuantitativeValue","minValue":91100,"maxValue":126900,"unitText":"YEAR"}}},{"@context":"https://schema.org","@type":"JobPosting","identifier":{"@type":"PropertyValue","name":"YubHub","value":"job_16adeffb-c9e"},"title":"Senior Character Artist","description":"<p>We are looking for a Senior Character Artist who is passionate about creating high quality, game-ready characters. This is a hands-on role focused on delivering realistic or stylized characters that meet AAA quality standards while fitting technical and pipeline requirements.</p>\n<p>You will collaborate closely with Art Directors, Tech Artists, and Animators to bring characters to life in modern game engines.</p>\n<p><strong>Key Responsibilities</strong></p>\n<ul>\n<li>Create high-quality 3D characters (realistic or stylized) from concept to final in game asset</li>\n<li>Sculpt detailed anatomy and forms using ZBrush with strong understanding of human and creature anatomy</li>\n<li>Creating cloths using Marvelous designer and strong understanding of cloth folds</li>\n<li>Produce game-ready topology, UVs, and optimized meshes</li>\n<li>Texture characters using Substance Painter / Designer, including skin, fabrics, armor, and props</li>\n<li>Work with scan data / Texture XYZ maps for realistic head likeness and skin detailing</li>\n<li>Create and place hair cards (or groom-based hair where applicable) with attention to realism and performance is a plus.</li>\n<li>Ensure assets meet technical constraints (polycount, texture budgets, LODs)</li>\n<li>Integrate characters into game engines (Unreal / Unity) and troubleshoot visual issues</li>\n<li>Collaborate with rigging, animation, and tech art teams to ensure smooth deformation and performance</li>\n</ul>\n<p><strong>Requirements</strong></p>\n<ul>\n<li>Strong knowledge of human anatomy, proportions, and facial structure</li>\n<li>Expert proficiency in ZBrush, Maya/Blender, Substance Painter, Marvelous Designer</li>\n<li>Experience with realistic head likeness matching</li>\n<li>Solid understanding of PBR workflows</li>\n<li>Experience creating hair cards and understanding hair shading</li>\n<li>Knowledge of AAA game pipelines and real-time asset creation</li>\n<li>Ability to work independently and take ownership of character assets</li>\n<li>Strong eye for detail, form, and material definition</li>\n</ul>\n<p><strong>Good to Have</strong></p>\n<ul>\n<li>Experience on shipped AAA titles</li>\n<li>Familiarity with photogrammetry workflows</li>\n<li>Basic understanding of rigging and skinning requirements</li>\n<li>Experience with Unreal Engine character setup</li>\n<li>Creature or stylized character experience</li>\n</ul>\n<p><strong>What We’re Looking For</strong></p>\n<ul>\n<li>A senior-level, hands-on artist (not a lead or people manager)</li>\n<li>Someone who can own characters end-to-end and deliver consistently high quality</li>\n<li>Strong problem-solver with a collaborative mindset</li>\n<li>Passion for games and character storytelling</li>\n</ul>\n<p><strong>Portfolio Requirement</strong></p>\n<p>Applicants must submit a strong portfolio showcasing:</p>\n<ul>\n<li>Realistic or stylized game-ready characters</li>\n<li>Head likeness work</li>\n<li>High-quality texturing and hair work</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_16adeffb-c9e","directApply":true,"hiringOrganization":{"@type":"Organization","name":"Keywords Studios","sameAs":"https://apply.workable.com","logo":"https://logos.yubhub.co/j.com.png"},"x-apply-url":"https://apply.workable.com/j/3D59E2D928","x-work-arrangement":"remote","x-experience-level":"senior","x-job-type":"full-time","x-salary-range":null,"x-skills-required":["ZBrush","Maya/Blender","Substance Painter","Marvelous Designer","human anatomy","PBR workflows","AAA game pipelines","real-time asset creation"],"x-skills-preferred":["photogrammetry workflows","rigging and skinning requirements","Unreal Engine character setup","creature or stylized character experience"],"datePosted":"2026-03-09T10:57:30.072Z","jobLocationType":"TELECOMMUTE","employmentType":"FULL_TIME","occupationalCategory":"Design","industry":"Technology","skills":"ZBrush, Maya/Blender, Substance Painter, Marvelous Designer, human anatomy, PBR workflows, AAA game pipelines, real-time asset creation, photogrammetry workflows, rigging and skinning requirements, Unreal Engine character setup, creature or stylized character experience"},{"@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; 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