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3D Environment & Prop Artist

remoteRemoteСкор undefined/1001нед назад
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polygonsolid
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Описание
HyperHug is an international game development studio specializing in the shooter genre. Our main office is based in Cyprus, but our talented team works remotely from around the world. We’re developing Oxide: Survival Island , an immersive multiplayer survival shooter for mobile platforms, and we’re always looking for motivated individuals who want to grow with us, contribute their creativity, and help shape the future of our games. As a 3D Environment & Prop Artist, you will be responsible for creating immersive, high-quality environments. You will work closely with the design and development teams to create believable open-world locations that support gameplay, exploration, and player immersion. What You'll Be Doing: Create high-quality 3D environment assets and props from concept to in-game implementation. Develop both hero assets and modular asset kits for efficient world building. Create high and low-poly models, UVs, textures, and materials optimized for mobile devices. Build realistic locations, including terrain, vegetation, buildings, rocks, cliffs, and other world elements. Collaborate with Level Designers to ensure environments support gameplay and visual goals. Why You'll Enjoy Working With Us: We provide all the software, plugins, AI tools, and asset libraries you need for your work. High autonomy: we trust your expertise and don't micromanage Clear task planning with realistic deadlines Your visual ideas will directly shape the locations players explore. What We Expect From You: 3+ years of experience as a 3D Environment Artist. Strong understanding of the full environment art pipeline, from blockout and high/low-poly modeling to texturing, material setup, and Unity integration. Experience creating environments for mobile games (preferably open-world projects). Solid knowledge of mobile optimization techniques, including polygon budgets, texture memory management, atlases, trim sheets, LODs, batching, draw calls, overdraw, and readability on small s
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