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Environment Artist

Voices of the Forgotten

Unreal Engine 5 Environment Artist & Blueprint Generalist - Tears of Libya

Los Angeles, CA (hybrid on-site a few days a month)

About the role

Tears of Libya is a narrative-driven, photorealistic game built in Unreal Engine 5. [1–2 sentences on subject matter and tone.] We're looking for someone who can both build the world and get it running in-engine — modeling environments and props, and wiring them up with Blueprints. This is a hands-on role with a small team, so you'll see your work go from concept to playable.

What you'll do

  • Model, texture, and light realistic 3D environments period buildings, interiors, streets, terrain, set dressing, and hero props
  • Assemble and optimize those assets into playable levels in Unreal Engine 5 (Nanite, Lumen, World Partition)
  • Build and maintain gameplay and interaction systems in Blueprints
  • Set up and work with MetaHuman characters: importing, grooming, LODs, clothing, facial and body animation hookups, and integrating them into scenes
  • Keep performance in check across target platforms without losing visual fidelity
  • Work closely with the director on look, mood, and historical accuracy of environments

What you need

  • Shipped or substantially contributed to at least one realistic-looking game or high-fidelity real-time project
  • Strong Unreal Engine 5 experience not just familiarity, but day-to-day production work
  • Solid Blueprint skills; able to build systems independently, not only tweak existing ones
  • MetaHuman experience: creation, customization, and integration into gameplay
  • Hard-surface and environment modeling in Maya, Blender, or 3ds Max, plus texturing in Substance Painter/Designer
  • Comfortable owning an asset end to end: model → texture → import → place → make it work in-engine
  • Based in Los Angeles or close enough to come into the office a few times a month

Nice to have

  • Historical or period environment work, or strong photo-reference discipline
  • Photogrammetry / scan cleanup
  • Lighting and cinematic sequencing in Unreal (Sequencer)

To apply

Send a portfolio or demo reel with a short note on what specifically you did on each piece — especially anything showing your own environment work running in Unreal, and any MetaHuman or Blueprint work. Links to playable builds or breakdowns welcome.

How to Apply

Send portofolio to View email address on click.appcast.io

Vacancy posted 1 day ago
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