Generate detailed 3d world terrain including base elevation data and associated maps - erosion/flow etc.
Create varying biomes for the terrain and supporting 3d assets including rocks/foliage etc.
Be a reference for the art team in relation to various artistic elements and find solutions to complex issues that arise;
Assess artistic content and establish time and planning estimates by priority and level;
Oversee optimisation and debugging to fix the issues raised by testers;
Plan, estimate and prioritise time frames for the completion of tasks and track progress using the designated tracking tools;
Communicate and collaborate with key stakeholders to confirm task direction and ensure consistency of work within the team;
Share knowledge of project tools and their functions, the project file classification system and the process of updating engine data;
Support the Lead Environment Artist and other senior artists in any ad hoc tasks and duties.
Excellent interpersonal and communication skills;
Ability to create interesting, detailed and visually appealing artistic environments;
Strong ability to adapt to new processes and pipelines;
Strong working knowledge of industry leading 3D modelling packages including 3d Studio Max;
Strong working knowledge of Unity.
Strong working knowledge of terrain generation tools such as World Machine.
Understanding of Physically Based Rendering systems;
Understanding of procedural terrain generation techniques and workflows.
Familiarity with data management software (such as Perforce);
Strong knowledge of the video game industry and awareness of typical video game development processes is essential;
Strong Knowledge of optimization techniques
Substantial working experience as an Environment Artist or other relevant experience;
Has shipped at least 1 or more titles, preferably full project cycles on a AAA console title;
Experience in both hard surface and organic modelling;