We’re looking for a remote 3D Environment/Level Artist to create realistic-looking low-poly environments for an application developed with Unreal Engine for the Oculus Quest. Responsibilities, Qualifications, Requirements * Deliver high-quality environments, props and other 3d assets meeting set deadlines * Able to work…
Leading Bay Area game development studio is searching for the best and brightest game developers to share there vision of creating a new world of entertainment through the power of technology, imagination and innovation. As one of the game industrys independent development houses, this studio focuses on creating high…
Magnopus is a visual development company founded by Oscar-winning artists and technicians in Los Angeles, combining art and advanced technologies to create Hollywood-caliber experiences in education, entertainment, and industry. The projects we work on range from designing visual effects for feature films, to creating…
So I started this project with intention to level up my hard surface modeling and texturing skills. First I watched Professional Tips for Modeling Complex Shapes from Pluralsight, and followed workflow from that tutorial. Here are some shots of beveled base/lowpoly mesh and smooth mesh previews of finished high poly model.…
This maybe also depends on the real material and properties off the workpiece in real life. Maybe this outer ring is better textureable with both corner edges connected to it like so: or even more "straight" like so.. ..or there is something more important to the inner areas.. and so the inner chamfered/bevel edge should…
Hi everybody ! I share with you my work for the mission around Columbus Circle in the last DLC : Conflict for Division. It's mostly Level Building and Lighting. Enjoy ;) On artstation : https://www.artstation.com/artwork/2d5Ag
Hello everyone! I'd like to share my recent level design work, 'Downtown' I've done in UE5. It took around 1 and a half days to make and the assets are from Epic marketplace. I've added a little colour correction and minor post to the final rendered image which is why it will look ever so slightly different to the…
Hey guys, I'm taking a level design class this term, and was curious about what kind of things you guys look for in certain types of gameplay. We're using the UT3 engine, so I was leaning towards a Vehicle Capture the Flag or a basic deathmatch. So what elements do you guys like and dislike in those type of game modes?
Hello I represent a small startup that is developing an arcade game for the coinop industry. We are looking for level designers that have experience modelling and texturing in Maya. Our engine is pretty much complete and uses the latest technologies such as vertex\pixel shaders. The game is similar to the Time Crisis…