Senior Environment Artist [Unannounced]

Ubisoft

  • Chengdu, Sichuan
  • Contract
  • Full-time
  • 16 days ago
Company DescriptionEstablished in 2008, Ubisoft Chengdu is one of the key game studios in western China and a full-fledged production center, with over 450 talents contributing to Ubisoft's line-up. We have a strong track record of co-development on Ubisoft's biggest brands such as Assassin's Creed®, Skull and Bones™ and For Honor®, as well as developing casual games such as Rabbids party game and bringing hit titles to Switch.Meanwhile, we are also a pioneer in cutting-edge technology driving Ubisoft's “games as a service (GAAS)” ethos. Chengdu's technology team develops products that empower production teams to make educated, data-driven decisions on hit Ubisoft brands.To find out more, please visit our website: or our WeChat account (UBISOFT育碧or 育碧招聘).育碧成都自2008年建立后已成为中国西部地区主要游戏研发工作室之一,并拥有超过450名员工致力于研发育碧旗下的经典游戏。我们与其他育碧工作室合作研发了多个AAA游戏,如《刺客信条》、《碧海黑帆》及《荣耀战魂》。同时我们也致力于自主研发休闲类游戏,如《疯狂兔子:奇遇派对》以及将多款育碧经典游戏移植到Switch平台。同时,育碧成都工作室也是研发前沿性技术的领军者,其“Games As A Service (GAAS)” 的理念带领企业不断推陈出新。成都工作室的技术团队开发的产品被运用于育碧旗下众多知名游戏品牌,有效协助研发团队基于科学数据做出准确决策。想要了解更多,敬请点击 ,或关注我们的微信公众号(“UBISOFT育碧”以及“育碧招聘”)。Job DescriptionVisual Quality Leadership & Technical Direction
  • Drive the visual quality benchmarks for the environment art team, ensuring consistency with the project's artistic vision while meeting technical constraints.
  • Lead performance optimization efforts, including advanced LOD systems, streaming management, and shader/material efficiency.
  • Identify and solve complex visual or technical issues in collaboration with Tech Art and Engineering teams.
Pipeline Ownership & Asset Quality Control
  • Define and continuously improve the production pipeline for environment art, including documentation, tool standardization, and best practices.
  • Guide the planning and distribution of tasks among internal artists and outsourcing vendors, ensuring timely delivery and consistent quality.
  • Independently and efficiently complete complex model tasks, participate in outsourcing quality validation, polish outsourcing model and texture to reach the higher quality.
  • Review and give feedback on complex assets, helping junior team members grow through mentorship and coaching.
Cross-functional Collaboration & Feature Development
  • Work closely with designers, technical artists, and programmers to co-develop level environments and gameplay-integrated assets.
  • Drive prototyping of key environment elements that serve both visual storytelling and interactive functionality.
  • Contribute to production planning, identifying risks and proposing scalable, high-quality solutions.
Tool & Engine Expertise
  • Knowledge and experience in using a commercial game engine, assisting in the development and improvement of workflows and debugging complex visual performance issues.
  • Leverage procedural tools to streamline environment generation at scale, such as GAEA, World machine, Houdini, and SpeedTree
  • Mentor the team on best practices using Substance Suite and ensure consistency across material libraries and texturing pipelines.
  • Working knowledge of Zbrush, Autodesk May/Autodesk 3ds max, Adobe Photoshop CC, Substance Painter and/or other modelling, material and texture creation tools
Procedural Texture production
  • Follow a project's artistic direction set by the Art Director/Lead when creating textures using Substance Designer.
  • Adhere to specific texturing pipelines and adapt to constraints needed for texture creation
  • Use good judgement and expertise to optimize the number of textures that are produced and their uses
Qualifications
  • 5+ years of experience in 3D environment art for AAA or high-quality game productions.
  • Expert knowledge of 3ds Max/Maya, ZBrush, Substance Painter, Substance Designer, and Photoshop.
  • Deep understanding of PBR workflows, modular asset creation, and next-gen environment building techniques.
  • Extensive experience in Snowdrop Engine or similar proprietary engines, with strong skills in lighting, optimization, and shader/material customization.
  • Proficient in procedural terrain and foliage tools such as GAEA, World Machine, Houdini, and SpeedTree.
  • Strong leadership and mentorship capabilities, with experience guiding junior artists and collaborating across disciplines.
  • Solid grasp of both Western and Eastern art aesthetics, with the versatility to shift between stylized and realistic styles depending on project needs.
  • Excellent problem-solving skills, self-motivation, and ability to thrive in a fast-paced, cross-functional production environment.
  • knowledge and experience in material library management

Ubisoft

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