Senior 3D Artist (Generalist)
Posted 2026-05-06We’re a new remote games studio, focused on building games that bring people together.
We believe games with the highest fun per minute have the highest chance of success. We are a start-up and not a big company, which means we’re a bit scrappy but we’re resourceful, highly collaborative and focused on outcomes and shipping builds over process and meetings.
We aim to hire multi-talented individuals who can operate autonomously and at speed, with every role at the studio being hands-on working directly on our games.
Role Overview
We’re looking for a Senior 3D Artist (Generalist) to champion art production on a comedic physics-driven co-op puzzle game. This is a 12-month contract.
Key Responsibilities
1 - Create game-ready art
Working from high level art direction, you’ll touch the majority of assets across the art pipeline; characters, environments, props, modular kits and interaction-driven elements.
Success looks like:
- Understanding our art ethos and executing with minimal oversight
- Quickly adapting to and reinforcing the project's visual style
- Prioritising readability, interaction, and clarity over fine details
- Delivering fast, high-impact work that supports gameplay and the tone of the game
2 - Be a force multiplier, not just an asset maker
This role goes beyond asset creation - you’re a core contributor to how the game comes together.
Success looks like:
- Collaborating closely with Design & Engineering - Art supports systems, not just visuals
- Actively participating in playtests and shaping the broader game experience
- Identifying risks early and adjusting approach pragmatically
- Maintaining momentum - always finding meaningful work that pushes the game forward
3 - Own integration & workflow in and out of the engine
You own how assets function in-game and how the pipeline scales.
Success looks like:
- Implementing assets end-to-end in Unity (prefabs, scenes, shaders and materials)
- Project organisation (GIT version control, folder structures and asset naming conventions etc)
- Designing assets with physics and interactions in mind
- Keeping art assets and scenes performance friendly (for online multiplayer)