Senior 3D Artist (Generalist)

Posted 2026-05-06
Remote, USA Full-time Immediate Start

We’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)

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