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3D Environment & Prop Artist
- Remote from
- Cyprus
- Salary
- Undisclosed
- Department
- Creative & Design
- Employment
- Full Time
- Experience
- Open level
- Published
- Apply before
- 10 Dec 2026
- Listing views
- 20
- Application actions
- 0
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About this role.
HyperHug is an international game development studio specializing in the shooter genre. Our main office is based in Cyprus, but our talented team works remotely from around the world. We’re developing Oxide: Survival Island, an immersive multiplayer survival shooter for mobile platforms, and we’re always looking for motivated individuals who want to grow with us, contribute their creativity, and help shape the future of our games.
As a 3D Environment & Prop Artist, you will be responsible for creating immersive, high-quality environments. You will work closely with the design and development teams to create believable open-world locations that support gameplay, exploration, and player immersion.
What You’ll Be Doing:
Create high-quality 3D environment assets and props from concept to in-game implementation.
Develop both hero assets and modular asset kits for efficient world building.
Create high and low-poly models, UVs, textures, and materials optimized for mobile devices.
Build realistic locations, including terrain, vegetation, buildings, rocks, cliffs, and other world elements.
Collaborate with Level Designers to ensure environments support gameplay and visual goals.
Why You’ll Enjoy Working With Us:
We provide all the software, plugins, AI tools, and asset libraries you need for your work.
High autonomy: we trust your expertise and don’t micromanage
Clear task planning with realistic deadlines
Your visual ideas will directly shape the locations players explore.
What We Expect From You:
3+ years of experience as a 3D Environment Artist.
Strong understanding of the full environment art pipeline, from blockout and high/low-poly modeling to texturing, material setup, and Unity integration.
Experience creating environments for mobile games (preferably open-world projects).
Solid knowledge of mobile optimization techniques, including polygon budgets, texture memory management, atlases, trim sheets, LODs, batching, draw calls, overdraw, and readability on small screens.
Ability to create both high-quality hero assets and reusable modular environment and prop kits.
Understanding of modular workflows, asset reusability, visual consistency, and efficient level construction.
Strong grasp of environment composition, player navigation, silhouettes, spatial logic, and visual storytelling.
Experience creating terrain, vegetation, rocks, cliffs, buildings, props, and other key open-world environment elements.
Ability to bring environment areas to final in-game quality while balancing art direction, gameplay requirements, and performance budgets.
Portfolio showcasing realistic environment art and locations.
English – B1+ level, Russian – C1 level.
A Strong Plus:
Experience working with Unity URP, including materials, shaders, lighting, post-processing, and rendering limitations.
What We Offer:
Competitive salary.
Remote work format.
A passionate and supportive team that values creativity and ownership.
Opportunities for professional growth.
A culture built on initiative, transparency, and collaboration.
Annual salary information is not provided for this position. Explore salary ranges for similar roles in our Salary Directory ›
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Role DNA
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Pace & Pressure
4/5Autonomy Level
5/5Communication Load
4/5Salary analysis
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Core skills
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Sample interview questions
I begin by identifying gameplay needs, reference, scale, and performance constraints. I create a blockout, develop modular and hero assets, produce optimized meshes and textures, then validate materials, lighting, readability, and draw-call budgets in Unity throughout production.
I manage polygon and texture budgets early, use LODs, atlases, trim sheets, instancing, batching-friendly materials, and controlled shader complexity. I also profile draw calls, overdraw, texture memory, and scene loading in the target device environment.
I reserve unique assets for focal points, landmarks, and areas that communicate important narrative or gameplay information. Reusable modular kits support most architecture and set dressing, enabling variety through material variants, decals, scale changes, and composition.
I align early on traversal routes, combat spaces, landmarks, sightlines, and player guidance. I share blockouts and regular in-engine reviews, then adjust silhouettes, cover, visual hierarchy, and environmental storytelling based on gameplay feedback.
I would profile the scene to isolate draw calls, triangle count, shader cost, overdraw, texture memory, lighting, and particle effects. I would prioritize the highest-impact bottlenecks, simplify or batch assets where appropriate, and retest on representative target hardware.
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