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3D Environment & Prop Artist

AI Summary
HyperHug is seeking an experienced 3D Environment & Prop Artist to build realistic open-world environments for a mobile multiplayer survival shooter. The role covers the full asset pipeline, including high- and low-poly modeling, UVs, texturing, materials, and Unity implementation. The artist will create terrain, vegetation, buildings, rocks, props, hero assets, and reusable modular kits while meeting mobile-performance constraints. Close collaboration with level designers is needed to align composition, navigation, gameplay, visual direction, and optimization. This is a remote, full-time position emphasizing ownership and autonomous delivery.
Remote from
Cyprus
Salary
Undisclosed
Employment
Full Time
Experience
Open level
Published
Apply before
10 Dec 2026
Listing views
20
Application actions
0
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Opportunity details

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.

Apply now >

This job listing has been manually reviewed by the Jobicy Trust & Safety Team for compliance with our posting guidelines, including verification of the company's legitimacy, accuracy of job details, clarity of remote work policy, and absence of misleading or fraudulent content.

Role DNA

A quick view of the complexity, pace, ownership and collaboration implied by the job description.

Job Complexity

4/5
EasyHard

Pace & Pressure

4/5
RelaxedFast-paced

Autonomy Level

5/5
GuidedFull ownership

Communication Load

4/5
IndependentCollaborative
AI insightThe position requires broad end-to-end environment-art expertise plus advanced mobile optimization knowledge. Delivering polished open-world assets that satisfy both gameplay and performance budgets makes the work technically demanding.

Salary analysis

Estimated compensation compared with the broader US market for similar roles.

Estimated job median (per year)Market rate
$65,000
US market range (per year)$50k–$85k
AI insightThe yearly pay period is inferred from the job context; it was not explicitly stated by the employer. No employer pay amount is disclosed; the annual figures are AI estimates in USD for an experienced mobile-game 3D Environment Artist in the stated market context. The yearly cadence is inferred from the full-time professional role.

Core skills

Skills and capabilities most closely associated with this opportunity.

Sample interview questions
How do you approach creating an environment area from a concept through final Unity implementation?

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.

Which techniques do you use to optimize open-world environments for mobile devices?

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.

How do you decide what should be a unique hero asset versus a modular reusable asset?

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.

Describe how you collaborate with level designers when building an environment.

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.

What would you check when an otherwise attractive environment performs poorly on a mobile device?

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.

This analysis is generated from the job description. Salary estimates, role characteristics and sample answers are guidance, not employer-provided facts.
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