12 Aug
|
EMINATTI SYNERGIES
|
Ranchi
12 Aug
EMINATTI SYNERGIES
Ranchi
AAA UE5 Technical Environment Artist/ world building
World Systems, Large Environments & Optimization
Contract Role | Unreal Engine 5
About Eminatti
Eminatti is developing a persistent playable urban simulation environment in Unreal Engine 5, combining detailed city environments with residential, commercial, infrastructure, construction, mobility and evolving world systems.
The immediate production focus is a district-scale playable urban environment currently developed through:
Blender + Geometry Nodes → Gaea → Unreal Engine 5
An existing internal production team is actively developing the environment, procedural systems and asset library.
We are seeking a Senior Unreal Technical Environment Artist to establish and implement the Unreal-side technical architecture required to make the environment performant, scalable, maintainable and suitable for continued internal development.
This is a hands-on technical role, not a conventional environment-art, cinematic/ArchViz, gameplay or backend position.
Role Objective Establish a production-ready Unreal world foundation by:
assessing the existing production pipeline;
implementing appropriate world architecture;
optimizing runtime performance;
defining technical environment standards;
integrating procedural/DCC workflows with Unreal;
establishing reusable production systems;
delivering complete technical documentation and handover.
We are looking for strong architectural judgment rather than someone who simply knows individual Unreal features.
Core Technical Scope1. Large-World Architecture Establish appropriate systems for:
World Partition;
spatial loading and streaming;
streaming sources;
world/level organization;
always-loaded vs spatially loaded content;
editor workflow;
relevant project configuration.
The contractor must be able to explain and document why the selected architecture is appropriate.
2. HLOD & Visibility Define and implement:
HLOD Layers;
proxy generation;
asset-category policies;
clustering;
distant architecture representation;
draw-call reduction;
transitions;
build and troubleshooting procedures.
Practical production experience with HLOD is required.
3. Instancing & Repeated Content Establish clear usage policies for:
Static Mesh Actors;
ISM/HISM;
foliage systems;
PCG-generated instances;
modular architectural components;
unique actors requiring individual identity.
The goal is to avoid unnecessary actor/component proliferation while preserving required world flexibility.
4. Nanite, LOD & Geometry Define asset-category strategies around:
Nanite;
traditional LODs;
fallback geometry;
foliage;
repeated meshes;
architecture and props;
HLOD interaction;
geometry density;
collision implications.
We do not want a blanket “Nanite everything” approach.
5. Unreal PCG Evaluate and implement PCG where it provides meaningful production or scalability benefits, potentially including:
vegetation;
roadside dressing;
repeated props;
spline-responsive placement;
exclusion zones;
terrain-responsive distribution;
modular environment population.
Candidate should understand PCG Graphs, reusable structures, attributes, spatial queries, spline inputs, partitioned generation and World Partition integration.
Equally important is knowing when not to use PCG .
6. Blender / Geometry Nodes → Unreal Review the existing procedural Blender workflow and define standards for:
object separation;
modularity;
hierarchy;
pivots and transformations;
scale and naming;
instance preservation;
generated geometry;
materials;
collision;
export/import/reimport;
efficient iteration.
We are not seeking to replace the existing procedural workflow without technical justification.
7. Gaea / Terrain → Unreal Establish an effective terrain workflow covering:
heightfield import;
Landscape configuration;
scale;
masks;
landscape materials;
vegetation integration;
roads/water interaction;
collision;
streaming;
performance;
reimport and iteration.
Advanced Gaea artistry is not required; strong Unreal Landscape knowledge is.
8. Foliage, Materials & Environment Density Establish scalable strategies for:
foliage instancing;
PCG vs foliage systems;
culling and density;
shadows;
overdraw;
material complexity;
material instances;
shader cost;
material slots;
texture resolution/memory;
decals and transparency;
environment-specific budgets.
9. Collision Define intentional collision standards across:
buildings;
roads;
props;
vegetation;
gameplay surfaces;
large environment assets.
The pipeline should avoid unnecessary or expensive imported collision.
10. Runtime Performance & Profiling The contractor must be able to measure, diagnose and optimize playable Unreal environments .
Relevant areas include:
Game Thread;
Render Thread;
GPU;
draw calls;
actor/component counts;
memory and VRAM;
texture streaming;
materials/shaders;
shadows;
foliage;
collision;
streaming/loading;
hitching.
Practical experience with tools such as Unreal Insights, stat commands, GPU profiling and memory profiling is required.
Optimization should follow:
Measurement → Diagnosis → Intervention → Validation The engagement should establish clear runtime budgets and validation procedures.
11. Runtime-Compatible World Structure Eminatti is a simulation environment rather than a static visualization project.
Significant world assets may later support changing states such as:
construction;
maintenance;
occupancy;
commercial use;
development/redevelopment;
environmental condition.
The contractor will not implement these gameplay systems , but should avoid unnecessarily baking or merging important assets in ways that prevent future interaction or replacement.
12. World Organization & Production Workflow Where appropriate, establish:
Data Layers;
One File Per Actor;
source-control-friendly workflows;
naming/folder conventions;
world ownership;
content validation;
safe multi-artist editing procedures.
The environment must remain maintainable by an ongoing internal production team.
13. Tooling & Automation Where justified, implement lightweight tools for:
asset/import validation;
naming checks;
collision checks;
Nanite/LOD checks;
material auditing;
batch setup;
environment validation.
Relevant skills may include Editor Utility Widgets, Blueprints, Unreal Python and commandlets.
Tooling must remain practical and maintainable.
Mandatory Documentation Comprehensive technical documentation is a required contractual deliverable.
The engagement will not be considered complete without documentation covering implemented systems and decisions, including where applicable:
World Partition and streaming configuration;
HLOD structure and build process;
asset/modularity/pivot/naming standards;
collision, instancing, Nanite and LOD policies;
Blender/Geometry Nodes → Unreal workflow;
Gaea → Unreal workflow;
PCG systems, controls and dependencies;
Landscape and foliage standards;
material/texture guidance;
profiling methodology and runtime budgets;
validation procedures;
custom tools/scripts;
known limitations;
troubleshooting and maintenance procedures.
Documentation must allow another technically competent Unreal specialist to understand what was implemented, how it works, why the decisions were made and how it should be maintained.
Required Experience Strong practical experience with most of:
Unreal Engine 5 production environments;
large playable environments;
World Partition;
HLOD;
environment streaming;
runtime profiling and optimization;
ISM/HISM;
foliage;
Nanite and LODs;
modular environments;
collision optimization;
Unreal Landscapes;
DCC → Unreal pipelines.
Experience must extend beyond cinematic or ArchViz workflows.
Particularly Valuable Unreal PCG;
PCG + World Partition;
Data Layers;
Gaea;
Blender / Geometry Nodes;
procedural roads or spline systems;
open-world/simulation/driving environments;
Editor Utility Widgets;
Unreal Python;
asset-validation tooling;
OFPA/source-controlled Unreal production.
Houdini and advanced C++ are useful but not mandatory .
Expected Deliverables The engagement is expected to produce:
Technically structured district-scale Unreal environment.
World Partition and streaming architecture.
HLOD strategy.
Instancing/Nanite/LOD/foliage standards.
PCG systems where justified.
Robust Blender/Geometry Nodes → Unreal workflow.
Robust terrain → Unreal workflow.
Asset/environment technical standards.
Profiling baseline and runtime budgets.
Validation methodology and appropriate production tools.
Complete technical documentation.
Final technical handover covering architecture, limitations and maintenance.
The resulting foundation should support continued internal environment development .
Application Requirements Please provide:
Unreal versions used professionally.
Relevant Unreal technical-environment experience.
Largest playable Unreal environment worked on and your responsibility.
World Partition and HLOD experience.
Unreal PCG experience.
Examples of profiling/optimization work and measurable improvements where available.
Experience with ISM/HISM, foliage and repeated content.
DCC → Unreal pipeline experience.
Landscape/terrain experience.
Technical tools/workflows you have created.
Technical documentation examples where available.
Availability and contract rate.
Where confidentiality permits, include technical breakdowns, editor screenshots, PCG graphs, profiler captures, HLOD/World Partition examples or architecture diagrams.
Cinematic reels alone are not sufficient for technical evaluation. Engagement Initial engagement will be a focused contractual assignment , with exact duration and involvement finalized after technical review.
Shortlisted candidates may first complete a paid technical audit of the existing environment pipeline before the primary engagement is awarded.
📌 AAAtechnical environment artist/world building (Ranchi)
🏢 EMINATTI SYNERGIES
📍 Ranchi