AAA UE5 Technical Environment Artist/ world building World Systems, Large Environments & OptimizationContract 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 setting, 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/Arch Viz, 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 arch