12 Oct
|
Havoc Games
|
India
Havoc Games is hiring 3D Artists for WEX, our tactical shooter for mobile. We're looking for Environment Artists to build the game's maps and props, and Gun Skin Artists to design and texture the gun skins players carry through them. Tell us in your application which role you're applying for, or both if your portfolio covers both.
Both roles need a strong artistic eye backed by real technical discipline. Form, scale, colour and composition have to be right, concept and reference have to translate cleanly into Unreal Engine, and everything has to hold up on a phone inside a tight mobile budget. We want people who are self-directed enough to own their work from start to finish, and interested in sharpening the pipeline rather than only working inside it.
3D Environment Artist
You will take environments from blockout to shippable art: modular kits, hero props, trim sheets and materials, assembled and lit in Unreal Engine. Maps in a tactical shooter carry one more demand: sightlines, cover and silhouettes have to read from both sides, so the art and the playability are the same problem.
- Model, texture and dress environments, from greybox through to final shippable art
- Build modular kits, trim sheets, tileable textures and unique unwraps that hold up at close range
- Work high to low poly: bake in Marmoset or Substance, author PBR materials in Substance Painter and Designer
- Set assets up in Unreal Engine: LODs, collision, lightmap UVs, material instances and draw call budgets
- Keep sightlines, cover and callouts readable from both sides, iterating with level design through playtests
- Profile and optimise scenes so maps hold frame rate across a wide range of Android devices
Looking for: strong modelling in Blender, Maya, 3ds Max or ZBrush across hard surface and organic assets; confident baking, trim sheets, atlases and texel density; an eye for composition, scale and lighting.
3D Gun Skin Artist
You will work on our existing gun models, taking a skin from theme and reference through pattern, colourway, material and wear to something that holds up in first person on a phone. Skins live or die on taste: colour, contrast, pattern scale and the restraint to know when a design is finished matter more than any single technique.
- Design and texture gun skin collections on existing WEX gun models in Substance Painter
- Take a skin from theme and reference through pattern, colourway, material, wear and emissives to a finished asset
- Build reusable smart materials and masks for metals, paints, wraps, hydro dips and worn edges
- Work inside mobile texture budgets and texel density limits without losing the premium finish
- Set skins up in Unreal Engine and review them in first person, under game lighting, on real devices
- Work with design on collections,
rarity tiers and release themes
Looking for: expert Substance Painter with real command of PBR; a sharp eye for colour, pattern scale, contrast and finish; strong UV layout and texture budget skills; enough hard surface modelling for attachments, charms and small mesh tweaks.
What both roles need
- Three or more years of professional environment, texturing or hard surface art in games, or a portfolio at that level
- Solid PBR texturing in Substance Painter, with materials that hold up under close inspection
- Hands-on Unreal Engine experience, validating work in engine rather than trusting the viewport
- A real understanding of real-time rendering constraints and how to hit a budget without gutting the look
- The habit of working from real reference, and holding one quality bar across everything that ships
- Clear written English and the self-direction a remote team needs
Bonus points
- Shipped work on mobile or another performance-constrained platform
- Shipped cosmetics for a live game, especially a shooter
- Substance Designer for procedural materials and patterns
- Lighting in Unreal Engine (Environment)
- Level design sensibility: blockouts, metrics and playtest iteration (Setting)
- Houdini or similar procedural tooling for kits and scatter work (Environment)
- 2D concept, graphic design or pattern work (Gun Skin)
- An understanding of how rarity, collections and drop cadence work in live games (Gun Skin)
- Familiarity with tactical shooters and what makes a competitive map play well
📌 3D Artist (India)
🏢 Havoc Games
📍 India