3D Asset Creator and Designer (Game Art)
ΠΡΡΡ & Π‘ΠΎΠΏΡΠΎΠ²ΠΎΠ΄
ΠΠΎΠΊΠ°ΠΆΠ΅Ρ Π²Π°ΡΡ ΡΠΎΠ²ΠΌΠ΅ΡΡΠΈΠΌΠΎΡΡΡ ΠΈ Π½Π°ΠΏΠΈΡΠ΅Ρ ΠΏΠΈΡΡΠΌΠΎ
ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ Π²Π°ΠΊΠ°Π½ΡΠΈΠΈ
Position
3D Asset Creator and Designer
Company
Bounce Force
Seniority
Middle
Employment Type
Full time
Salary
$9,200 - $11,200 / Month
Location
Remote
Bounce Force is an independent game development studio focused on building high-quality, visually distinctive games. We are currently expanding our development team around our main project, Project W. What are your main projects? Our primary project is Project W , a gothic fantasy action RPG centered around fashion, combat, exploration, and a dark, atmospheric world. The project is being developed with a strong focus on high-quality 3D art and a polished player experience. What makes you stand out from other companies? We place a strong emphasis on visual quality, creative freedom, and building a cohesive art direction across the entire game. Artists are not simply producing individual assets, they contribute to a larger world and help establish the visual identity of the project. What unique approaches or work methods do you use? We aim for a collaborative production environment where artists work closely with the development team. We maintain clear technical and artistic standards so that assets created by different artists can work together seamlessly within the game. Company and product plans Our goal is to continue expanding the development team, complete the production of Project W , and establish Bounce Force Studio as a long-term game development studio capable of creating ambitious original IP.
What are you working on?
- The name of the project(s): Project W
- At what stage of the project(s)? Alpha
- Genres: Action, Adventure
- Platforms: PC, Mobile, Console
For which tasks (responsibilities)?
What is the main business purpose of this role? The Asset Artist is responsible for creating high-quality, game-ready 3D assets that help build the environments and world of Project W. The role contributes directly to the visual quality, atmosphere, and consistency of the game. Which tasks will a specialist have to solve?
- Create 3D props, environmental assets, architectural pieces, furniture, decorations, and other game-ready assets.
- Model, sculpt, UV, texture, and prepare assets for integration into Unity.
- Follow established art direction, references, technical requirements, and optimization targets.
- Create assets that maintain a consistent visual style across the game world.
- Work closely with environment artists, level designers, and developers.
- Optimize assets for real-time performance, including topology, materials, textures, and LODs.
- Make revisions based on feedback and iterate until assets meet the required quality standards.
- Maintain organized project files and follow the studio's naming and asset pipeline standards.
Responsibilities The artist is responsible for delivering production-ready assets on schedule while maintaining the required quality, technical standards, and visual consistency of the project. Key KPIs
- Quality and consistency of delivered assets.
- Ability to meet agreed production deadlines.
- Technical correctness and optimization of assets.
- Ability to follow references, art direction, and production standards.
- Efficiency and reliability throughout the asset creation process.
- Ability to respond to feedback and work effectively with the wider development team.
What kind of professional are we looking for?
What experience is required?
- 2+ years of professional experience in 3D game asset production.
- Experience creating production-ready assets for real-time games.
- A strong portfolio demonstrating high-quality props, environments, architectural assets, or similar work.
- Experience working within an established art direction and production pipeline.
What kind of skills do you need?
- Strong hard-surface and/or environment modeling skills.
- Good understanding of topology, UVs, materials, and texture creation.
- Ability to create detailed assets while maintaining appropriate game-ready optimization.
- Strong attention to proportion, detail, composition, and visual consistency.
- Ability to work independently, manage assigned tasks, and meet deadlines.
- Comfortable receiving feedback and iterating on work.
- This is a Unity based project, so you need to have skills in preparing and importing files into Unity.
What program/tools knowledge is required?
- Blender, Maya, or 3ds Max β strong proficiency in at least one.
- Substance 3D Painter β texturing and material creation.
- ZBrush β sculpting/detailing is beneficial.
- Photoshop or equivalent β basic texture and image editing.
- Unity β familiarity with importing, configuring, and testing 3D assets.
- Understanding of PBR workflows, LODs, optimization, and real-time rendering.
What English level is required?Intermediate English or higher (B1βB2+). English is primarily required for communication with the development team, understanding production documentation and feedback, discussing assets, and participating in project communication. What's a plus for a candidate?
- Experience with anime-inspired, gothic, fantasy, horror, or stylized-realistic environments.
- Experience working on mobile or cross-platform games.
- Experience creating modular environment kits and reusable asset sets.
- Knowledge of Unity's URP rendering pipeline.
- Experience with optimization for mobile hardware.
- Previous experience working remotely with international development teams.
- Strong understanding of cinematic presentation and high-quality game environments.
What is important for us in a person?
What competencies do you need?
- Strong communication and collaboration skills.
- Ability to work independently while staying aligned with the team.
- Attention to detail and pride in the quality of your work.
- Good time management and ability to meet deadlines.
- Openness to feedback and willingness to iterate.
- Problem-solving mindset and ability to find practical solutions.
- Adaptability and willingness to learn new tools and workflows.
- Ability to take ownership of assigned tasks from start to finish.
What kind of behavior is welcomed and encouraged in the company?
We encourage a respectful, collaborative, and professional working environment. Team members are encouraged to share ideas, ask questions, give constructive feedback, and communicate issues early rather than allowing problems to grow. We value people who take initiative, care about the quality of the project, support their teammates, and are comfortable adapting as the project develops. We want artists to have creative input while also being reliable and accountable for their work.
Why do we enjoy working here?
Creative freedom and realization
Artists have room to bring their own ideas and creativity into their work while working within the project's established art direction.
The ability to influence the product
Your work directly contributes to the world of Project W. Artists can suggest improvements, share ideas, and have meaningful input on how assets are created and presented.
Clear management
We aim to maintain clear expectations, organized workflows, and direct communication so team members understand what they are responsible for and what is expected of them.
Professional development atmosphere
We encourage team members to improve their skills, experiment with new techniques, and learn from other members of the development team.
Working on cool projects
Project W is an ambitious gothic fantasy action RPG with a distinctive visual identity, combining detailed 3D environments, fashion, horror, and action gameplay.
Professional development system
As the studio grows, we aim to provide increasing opportunities for artists to take on greater responsibilities, expand their skill sets, and progress within the team.
Regular constructive feedback
Artists receive ongoing feedback throughout production. Reviews are focused on improving the work and helping artists understand how to reach the project's quality and technical standards.
What are the conditions and bonuses?
- 14 personal days per year.
- 14 paid vacation days per year.
- National holidays off. (Christmas, New Years, and more)
- Flexible working hours β employees can arrange their working hours around their productivity and personal schedule while maintaining team availability.
- Remote work β the position can be performed remotely.
- Health insurance provided after the applicable eligibility period.
- Monthly payroll with consistent payment scheduling.
- No mandatory business travel for this position. Any future travel opportunities will depend on project and studio needs.
- No office attendance requirement : the role is currently structured as a remote position.
- Performance/monetary bonuses may be considered as the studio and project develop.
The selection process
What stages of the interview and with whom?
- Application & Portfolio Review β We review your portfolio and relevant experience.
- Initial Interview β A conversation with studio/project management about your experience, availability, expectations, and the role.
- Technical/Art Interview β Discussion with members of the development or art team about your workflow, tools, and approach to game-ready assets.
- Final Decision & Offer β If everything is a good fit, we will discuss the final terms and provide an offer.
How fast is the decision? We aim to keep the hiring process efficient and quick; we don't beat around the corner. Candidates can generally expect an update within a few business days after each interview or evaluation stage. What's the emphasis in the cover letter? Please briefly tell us:
- Your relevant 3D game-asset experience.
- The types of assets you specialize in.
- The software and tools you use.
- Your experience working with Unity or other game engines.
- Your availability and preferred working arrangement.
- Why you are interested in working on Project W.
A portfolio is especially important for this position, so please include your strongest and most relevant work.
ΠΡΠ΄ΡΡΠ΅ ΠΎΡΡΠΎΡΠΎΠΆΠ½Ρ: Π΅ΡΠ»ΠΈ ΡΠ°Π±ΠΎΡΠΎΠ΄Π°ΡΠ΅Π»Ρ ΠΏΡΠΎΡΠΈΡ Π²ΠΎΠΉΡΠΈ Π² ΠΈΡ ΡΠΈΡΡΠ΅ΠΌΡ, ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΡ iCloud/Google, ΠΏΡΠΈΡΠ»Π°ΡΡ ΠΊΠΎΠ΄/ΠΏΠ°ΡΠΎΠ»Ρ, Π·Π°ΠΏΡΡΡΠΈΡΡ ΠΊΠΎΠ΄/ΠΠ, Π½Π΅ Π΄Π΅Π»Π°ΠΉΡΠ΅ ΡΡΠΎΠ³ΠΎ - ΡΡΠΎ ΠΌΠΎΡΠ΅Π½Π½ΠΈΠΊΠΈ. ΠΠ±ΡΠ·Π°ΡΠ΅Π»ΡΠ½ΠΎ ΠΆΠΌΠΈΡΠ΅ "ΠΠΎΠΆΠ°Π»ΠΎΠ²Π°ΡΡΡΡ" ΠΈΠ»ΠΈ ΠΏΠΈΡΠΈΡΠ΅ Π² ΠΏΠΎΠ΄Π΄Π΅ΡΠΆΠΊΡ. ΠΠΎΠ΄ΡΠΎΠ±Π½Π΅Π΅ Π² Π³Π°ΠΉΠ΄Π΅ β
Π’Π΅ΠΊΡΡ Π²Π°ΠΊΠ°Π½ΡΠΈΠΈ Π²Π·ΡΡ Π±Π΅Π· ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΉ