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Environment Artist

Techtive Games GmbH BerlinEst. Est. EUR 50,000–65,000 / yearMid

Estimated range based on role, country and industry — not published by the company.

About Techtive Games Techtive Games is a Germany-based video game developer creating Ardem , an open-world survival game. Built by former modding veterans, the studio combines AA-level ambition with an independent mindset to push development practices forward and build immersive worlds built to be played, modified, and expanded. We're looking for an Environment Artist to join our team as we move into full production on our debut game Ardem, an open world survival game developed in Unreal Engine 5. In this role, your focus is asset production, with a strong emphasis on architecture and modularity. Our world artists build Ardem's world —> you create what they build it with: modular architecture kits, bespoke landmark structures, and the environmental assets that make the world feel believable and lived-in. You won't be doing level design yourself, but you need the instincts of someone who could — assets only work if they're made with world-building in mind. At Techtive, we believe in a creative workflow where everyone contributes to the final look and feel of the world. It's a team effort: you'll work closely with World Art, Tech Art, and 3D Art, using cutting-edge UE5 tech to push visuals to new heights. One thing we care about a lot: we're hiring from our community. We want people who actually play survival games — not as market research, but because it's your genre. If you know from hundreds of hours in the genre why a base location feels right, why a ruin tells a story, or why clutter placement can make or break immersion, you already understand half the job. That's also why we'd love it if you share your Steam profile with your application — not as a gate, we're just genuinely curious where your gaming interests lie and how much they overlap with what we're building. We value creativity, ownership, and personal growth. Rather than working through rigid ticket pipelines, our team members are encouraged to actively shape systems, improve workflows, and grow together not only on Ardem, but on future projects as well. If you love building worlds players want to get lost in — and you've survived a few of them yourself — we'd love to hear from you. Tasks On a day to day basis, you will: Create high-poly and low-poly models for environmental objects — with a clear focus on architecture: modular building kits, structures, and props Overhaul and optimize our existing asset kits: consolidate materials, reduce poly counts, and bring everything to a consistent, performant standard Create assets for bespoke landmark locations — the kind of places players remember Design with modularity and reusability in mind, so our world artists can build more with less Rework existing vegetation and natural assets to a cleaner, more maintainable standard where needed Work from photo reference and concept art to hit a believable, grounded look Produce clean, efficient UVs and game-ready assets that respect the technical limitations of a large open world Work closely with World Art, Level Design, and Tech Art to ensure requirements are met Help troubleshoot and fix problems as they arise, from a visual, technical, and production perspective Requirements Previous experience on professional game projects A portfolio with clear examples of your own asset production — not just set dressing or kit-bashed scenes. On team pieces, tell us exactly which parts you made yourself; we do check. Solid experience building modular asset kits, and a real understanding of how worlds are constructed from them Strong modeling skills and experience in a major 3D package (Blender, Maya, 3ds Max) Sculpting experience with software like ZBrush Good understanding of the PBR material pipeline Solid grasp of baking and texturing using the Substance Suite and Photoshop Basic knowledge of shader creation Ability to resolve issues from a visual, technical, and production perspective Strong communication skills — you can articulate ide

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