3D Environment Artist (Generalist)

Second Half
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Posted
August 21, 2025
Contract
Eastern Time
Remote
$25/hr - $35/hr USD

We're looking for a 3D Environment Artist that's excited about stylized sci-fi worlds to join our team! Our ideal candidate is experienced with Blender, has a wide range of 3D experience, and is excited to collaborate on an unhinged, systemic sci-fi universe.

Our game's art needs are predominantly hard surface, with very little organic modeling.

Second Half Games is a small, remote game studio working on the upcoming game MEANWHILE IN SECTOR 80, destined for early access in mid 2026. You'll be joining an existing team of five that has been working together on the game for around a year.

 

Important Details

  • Full Time Contract
  • Compensation: $25/hr - $35/hr USD
  • Contract length: 4 months, possibility of extension
  • Team time zone: EST
  • Fully remote position

 

Responsibilities

  • Collaborate with the Art Director in developing and maintaining the visual identity of world assets, including props, terrain, and modular kit components.
  • Use your problem-solving and creative ability to work with limited concept art and design quick 3D prototypes.
  • Communicate with the team and with the Game Director to iterate on designs based on paintovers and feedback.
  • Bring an understanding of how game environments are constructed to make informed decisions.
  • Create assets that meet art and design goals using a mix of Blender and our in-house level tools.
  • Build props that fit the game's aesthetics and scene requirements.
  • Author stylized PBR materials, tiling materials, and trim sheets.
  • Light internal/external environments using in-engine lighting and volumetrics tools.
  • Adapt workflows and assets to meet technical requirements, e.g. poly count, overdraw, physics colliders.
  • Understand and provide feedback on in-engine tools.

 

Qualifications

  • Experience working in a team as a 3D artist
  • Experience with Blender — it's the bedrock of our game!
  • Experience with PBR workflows (e.g. Substance Designer, ArmorPaint)
  • Experience creating environments with minimal concept art
  • Passion for games and curiosity about the craft of game development
  • Able to adapt to an existing art pipeline and work with an established team
  • Available work with a team during the day in the EST time zone

 

Nice to Have

  • A shipped title as a 3D artist
  • Experience with character art
  • Experience creating assets that will be animated, or animating those assets
  • Experience creating and working with modular level kits
  • Experience with Blender Geometry Nodes and material graphs
  • Experience with Git
  • Experience with custom game engines
  • A portfolio with sci-fi art pieces, especially stylized

 

How to Apply

To apply for this role, send your portfolio, resume, and your favorite game.

About
Second Half

We're working on a sci-fi space engineering game destined for early access named MEANWHILE IN SECTOR 80. It's an sci-fi engineering-extraction game with an absurdly deep physics simulation. Our major inspirations are Subnautica, Kerbal Space Program, and Oxygen Not Included.

 

Pillars of the Studio

  • Collaboration is Key. Games are a product of who makes them. We want every team member to be able to express themselves in the games we make.
  • Handcrafted by Humans. The human element is what makes games great! We are staunchly anti-AI.
  • No Crunch, Low Stress. We're here to create games that bring joy, but that can't come at the cost of burning ourselves out.

 

Our team is fully remote, people-first, passionate, and genuinely excited about what we're building!

MEANWHILE IN SECTOR 80 is a game about being stranded in a robot body, far from home, in an abandoned star system full of junk. Taking advantage of an extensive physics sandbox and third person action-shooter gameplay, the player must build janky and unique contraptions out of scavenged parts to survive and escape SECTOR 80.

 

Pillars of the Game

  • Emergent Gameplay through Systems. Many of my favorite games have their best gameplay emerge from simple systems interacting. By layering interesting systems together, we can create complexity and fun organically.
  • Engineering is Fun. We're heavily inspired by games like Kerbal Space Program and Oxygen Not Included that teach players orbital dynamics and thermodynamics, but are still fun games.

 

The game is in the middle of production. We're building the game in an in-house engine with high performance simulation and super fast developer workflows at its core.

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