AAA UE5 technical environment artist/world building
Eminatti Synergies LLP · Punjab, India
FULL TIMEpermanent
Job Description
AAA UE5 Technical Environment Artist/ world building
World Systems, Large Environments & Optimization
Contract 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 environment, 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/ArchViz, gameplay or backend position.
Role Objective Establish a production-ready Unreal world foundation by:
Core Technical Scope1. Large-World Architecture Establish appropriate systems for:
2. HLOD & Visibility Define and implement:
3. Instancing & Repeated Content Establish clear usage policies for:
4. Nanite, LOD & Geometry Define asset-category strategies around:
5. Unreal PCG Evaluate and implement PCG where it provides meaningful production or scalability benefits, potentially including:
Equally important is knowing when not to use PCG.
6. Blender / Geometry Nodes Unreal Review the existing procedural Blender workflow and define standards for:
7. Gaea / Terrain Unreal Establish an efficient terrain workflow covering:
8. Foliage, Materials & Environment Density Establish scalable strategies for:
10. Runtime Performance & Profiling The contractor must be able to measure, diagnose and optimize playable Unreal environments.
Relevant areas include:
Optimization should follow:
Measurement Diagnosis Intervention Validation The engagement should establish clear runtime budgets and validation procedures.
11. Runtime-Compatible World Structure Eminatti is a simulation environment rather than a static visualization project.
Significant world assets may later support changing states such as:
12. World Organization & Production Workflow Where appropriate, establish:
13. Tooling & Automation Where justified, implement lightweight tools for:
Tooling must remain practical and maintainable.
Mandatory Documentation Comprehensive technical documentation is a required contractual deliverable.
The engagement will not be considered complete without documentation covering implemented systems and decisions, including where applicable:
Required Experience Strong practical experience with most of:
Particularly Valuable
Expected Deliverables The engagement is expected to produce:
World Systems, Large Environments & Optimization
Contract 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 environment, 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/ArchViz, 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.
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.
2. HLOD & Visibility Define and implement:
- HLOD Layers;
- proxy generation;
- asset-category policies;
- clustering;
- distant architecture representation;
- draw-call reduction;
- transitions;
- build and troubleshooting procedures.
3. Instancing & Repeated Content Establish clear usage policies for:
- Static Mesh Actors;
- ISM/HISM;
- foliage systems;
- PCG-generated instances;
- modular architectural components;
- unique actors requiring individual identity.
4. Nanite, LOD & Geometry Define asset-category strategies around:
- Nanite;
- traditional LODs;
- fallback geometry;
- foliage;
- repeated meshes;
- architecture and props;
- HLOD interaction;
- geometry density;
- collision implications.
5. Unreal PCG Evaluate and implement PCG where it provides meaningful production or scalability benefits, potentially including:
- vegetation;
- roadside dressing;
- repeated props;
- spline-responsive placement;
- exclusion zones;
- terrain-responsive distribution;
- modular environment population.
Equally important is knowing when not to use PCG.
6. Blender / Geometry Nodes Unreal Review the existing procedural Blender workflow and define standards for:
- object separation;
- modularity;
- hierarchy;
- pivots and transformations;
- scale and naming;
- instance preservation;
- generated geometry;
- materials;
- collision;
- export/import/reimport;
- efficient iteration.
7. Gaea / Terrain Unreal Establish an efficient terrain workflow covering:
- heightfield import;
- Landscape configuration;
- scale;
- masks;
- landscape materials;
- vegetation integration;
- roads/water interaction;
- collision;
- streaming;
- performance;
- reimport and iteration.
8. Foliage, Materials & Environment Density Establish scalable strategies for:
- foliage instancing;
- PCG vs foliage systems;
- culling and density;
- shadows;
- overdraw;
- material complexity;
- material instances;
- shader cost;
- material slots;
- texture resolution/memory;
- decals and transparency;
- environment-specific budgets.
- buildings;
- roads;
- props;
- vegetation;
- gameplay surfaces;
- large environment assets.
10. Runtime Performance & Profiling The contractor must be able to measure, diagnose and optimize playable Unreal environments.
Relevant areas include:
- Game Thread;
- Render Thread;
- GPU;
- draw calls;
- actor/component counts;
- memory and VRAM;
- texture streaming;
- materials/shaders;
- shadows;
- foliage;
- collision;
- streaming/loading;
- hitching.
Optimization should follow:
Measurement Diagnosis Intervention Validation The engagement should establish clear runtime budgets and validation procedures.
11. Runtime-Compatible World Structure Eminatti is a simulation environment rather than a static visualization project.
Significant world assets may later support changing states such as:
- construction;
- maintenance;
- occupancy;
- commercial use;
- development/redevelopment;
- environmental condition.
12. World Organization & Production Workflow Where appropriate, establish:
- Data Layers;
- One File Per Actor;
- source-control-friendly workflows;
- naming/folder conventions;
- world ownership;
- content validation;
- safe multi-artist editing procedures.
13. Tooling & Automation Where justified, implement lightweight tools for:
- asset/import validation;
- naming checks;
- collision checks;
- Nanite/LOD checks;
- material auditing;
- batch setup;
- environment validation.
Tooling must remain practical and maintainable.
Mandatory Documentation Comprehensive technical documentation is a required contractual deliverable.
The engagement will not be considered complete without documentation covering implemented systems and decisions, including where applicable:
- World Partition and streaming configuration;
- HLOD structure and build process;
- asset/modularity/pivot/naming standards;
- collision, instancing, Nanite and LOD policies;
- Blender/Geometry Nodes Unreal workflow;
- Gaea Unreal workflow;
- PCG systems, controls and dependencies;
- Landscape and foliage standards;
- material/texture guidance;
- profiling methodology and runtime budgets;
- validation procedures;
- custom tools/scripts;
- known limitations;
- troubleshooting and maintenance procedures.
Required Experience Strong practical experience with most of:
- Unreal Engine 5 production environments;
- large playable environments;
- World Partition;
- HLOD;
- environment streaming;
- runtime profiling and optimization;
- ISM/HISM;
- foliage;
- Nanite and LODs;
- modular environments;
- collision optimization;
- Unreal Landscapes;
- DCC Unreal pipelines.
Particularly Valuable
- Unreal PCG;
- PCG + World Partition;
- Data Layers;
- Gaea;
- Blender / Geometry Nodes;
- procedural roads or spline systems;
- open-world/simulation/driving environments;
- Editor Utility Widgets;
- Unreal Python;
- asset-validation tooling;
- OFPA/source-controlled Unreal production.
Expected Deliverables The engagement is expected to produce:
- Technically structured district-scale Unreal environment.
- World Partition and streaming architecture.
- HLOD strategy.
- Instancing/Nanite/LOD/foliage standards. . click apply for full job details
Details
| Company | Eminatti Synergies LLP |
| Location | Punjab, India |
| Type | FULL TIME |
| Niche | general |
| Experience | permanent |
