Artiste de l'environnement / Environment Artist
Top Benefits
About the role
Company Description
People Can Fly is one of the leading independent AAA game development studios. Our international team consists of hundreds of talented individuals working from offices in Poland, the UK, Ireland, the US, and Canada, as well as remotely across the globe.
Founded in 2002, we made our mark on the shooter genre with titles such as Painkiller, Bulletstorm, Gears of War: Judgment, and Outriders. As one of the most experienced Unreal Engine studios in the industry, we continue to expand on our expertise and push the boundaries of what’s possible in game development.
Our creative teams are currently working on several exciting titles: Gears of War: E-Day developed in collaboration with Microsoft; Project Echo for KRAFTON; and Lost Rift, an original IP we are developing in-house under our self-publishing model. We are also exploring new platforms and experiences with VR and other unannounced projects.
With over 20 years of experience, PCF continues to explore new horizons. We aim to combine our expertise with the creativity of the best and most forward-thinking talent in the industry, building the next generation of action games for players worldwide.
If you join us on this journey, you’ll have the chance to perfect your craft, expand your knowledge, and work alongside industry leaders to create unique, unforgettable experiences for gamers everywhere.
Job Description
- The artist must balance direct asset creation with oversight, feedback, and technical validation of large volumes of outsourced content.
- Expected to interface frequently with client stakeholders, ensuring vendor deliverables meet fidelity, style, and performance requirements. Must be proactive in identifying risks with scale, LODs, or optimization, and escalate/solve issues early.
- Requires mastery of modern environment workflows (modular kits, PBR pipelines, procedural texturing). Comfort in reviewing work in-engine, profiling for performance, and troubleshooting cross-discipline integration is critical.
- Strong communication is required: able to provide clear, actionable feedback to vendors, while collaborating internally with Design, Tech Art, and Engineering.
- Needs to thrive in client’s vendor-heavy environment art pipeline, where efficiency and consistency across massive asset libraries are key. Must adapt legacy environments into modern standards while maintaining artistic integrity.
- Should be an avid player of melee action games, understanding how environment readability, scale, and composition support combat design, traversal, and puzzles.
Responsibilities: Partner collaboration with external vendors; asset review and feedback; artistic guidance; technical oversight; documentation and style guides; cross-discipline collaboration; QA in-engine.
Qualifications
- A strong portfolio showcasing AAA quality level art done in engine (Unreal, Unity or Proprietary Engine).
- 3+ years environment art experience.
- Excellent knowledge of industry-standard software packages for modeling, high-poly sculpting (Maya, Max, ZBrush, Substance,Photoshop).
- Artistically interpret concepts or creatively push beyond an initial ideation.
- A solid understanding of traditional art skills along with foundational design competencies (shape, form, texture, value and color).
- Mastery of modular workflows.
- Understanding of real-time rendering, PBR, LODs.
- Skilled at balancing art quality and performance in the game engine.
- Advanced knowledge of current level art workflows and practices.
- Ability to adapt, and develop specific art style, techniques and workflows with minimum guidance.
- Ability to manage multiple partners/projects.
- Strong verbal and written communication skills in English.
Additional Information
What we offer:
- Benefit package 100% paid by PCF. Insurance company reimburses 100% of claims (Up to $500 per service a year, as well as individual family coverage).
- Full Dental coverage, including major dental and orthodontics.
- 4% RRSP matching before tax deductions, 100% vested on day 1.
- Paid week off during Winter Holidays.
- 20 paid vacation days and 5 paid sick days.
- Free virtual health and mental wellbeing sessions included in the plan for members and their dependents.
- A competitive salary and performance-based annual bonuses.
- Personal development opportunities and ability to work in a global environment.
- Work in a creative team with people full of passion for what they do.
About People Can Fly Studio
People Can Fly is a global video game development company operating in Poland, the UK and North America.
We are one of the leading Unreal Engine studios in the industry.
Established in 2002, PCF made its mark on the shooter genre. The studio is known for titles such as Bulletstorm: Full Clip (launched on April 7, 2017), Gears of War: Judgment (published in 2013) and Bulletstorm (an original, Unreal Engine 3-powered onslaught of ‘kill with skill’ gameplay and blockbuster moments published in 2011) and award-winning Painkiller (launched in 2004).
People Can Fly's new RPG shooter Outriders is available now on PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, PC, Google Stadia and Nvidia GeForce Now.
People Can Fly studio is currently working on several exciting titles: Gemini is our new project being developed with Square Enix; Bifrost, Victoria and Dagger are projects we're growing in the self-publishing model. We also have one project in the concept phase – Red; as well as two projects in VR technology – Green Hell VR and Thunder - a new project based on one of the IPs from the Group’s portfolio.
SPREAD YOUR WINGS IN THE GAMEDEV INDUSTRY WITH PEOPLE CAN FLY.
Artiste de l'environnement / Environment Artist
Top Benefits
About the role
Company Description
People Can Fly is one of the leading independent AAA game development studios. Our international team consists of hundreds of talented individuals working from offices in Poland, the UK, Ireland, the US, and Canada, as well as remotely across the globe.
Founded in 2002, we made our mark on the shooter genre with titles such as Painkiller, Bulletstorm, Gears of War: Judgment, and Outriders. As one of the most experienced Unreal Engine studios in the industry, we continue to expand on our expertise and push the boundaries of what’s possible in game development.
Our creative teams are currently working on several exciting titles: Gears of War: E-Day developed in collaboration with Microsoft; Project Echo for KRAFTON; and Lost Rift, an original IP we are developing in-house under our self-publishing model. We are also exploring new platforms and experiences with VR and other unannounced projects.
With over 20 years of experience, PCF continues to explore new horizons. We aim to combine our expertise with the creativity of the best and most forward-thinking talent in the industry, building the next generation of action games for players worldwide.
If you join us on this journey, you’ll have the chance to perfect your craft, expand your knowledge, and work alongside industry leaders to create unique, unforgettable experiences for gamers everywhere.
Job Description
- The artist must balance direct asset creation with oversight, feedback, and technical validation of large volumes of outsourced content.
- Expected to interface frequently with client stakeholders, ensuring vendor deliverables meet fidelity, style, and performance requirements. Must be proactive in identifying risks with scale, LODs, or optimization, and escalate/solve issues early.
- Requires mastery of modern environment workflows (modular kits, PBR pipelines, procedural texturing). Comfort in reviewing work in-engine, profiling for performance, and troubleshooting cross-discipline integration is critical.
- Strong communication is required: able to provide clear, actionable feedback to vendors, while collaborating internally with Design, Tech Art, and Engineering.
- Needs to thrive in client’s vendor-heavy environment art pipeline, where efficiency and consistency across massive asset libraries are key. Must adapt legacy environments into modern standards while maintaining artistic integrity.
- Should be an avid player of melee action games, understanding how environment readability, scale, and composition support combat design, traversal, and puzzles.
Responsibilities: Partner collaboration with external vendors; asset review and feedback; artistic guidance; technical oversight; documentation and style guides; cross-discipline collaboration; QA in-engine.
Qualifications
- A strong portfolio showcasing AAA quality level art done in engine (Unreal, Unity or Proprietary Engine).
- 3+ years environment art experience.
- Excellent knowledge of industry-standard software packages for modeling, high-poly sculpting (Maya, Max, ZBrush, Substance,Photoshop).
- Artistically interpret concepts or creatively push beyond an initial ideation.
- A solid understanding of traditional art skills along with foundational design competencies (shape, form, texture, value and color).
- Mastery of modular workflows.
- Understanding of real-time rendering, PBR, LODs.
- Skilled at balancing art quality and performance in the game engine.
- Advanced knowledge of current level art workflows and practices.
- Ability to adapt, and develop specific art style, techniques and workflows with minimum guidance.
- Ability to manage multiple partners/projects.
- Strong verbal and written communication skills in English.
Additional Information
What we offer:
- Benefit package 100% paid by PCF. Insurance company reimburses 100% of claims (Up to $500 per service a year, as well as individual family coverage).
- Full Dental coverage, including major dental and orthodontics.
- 4% RRSP matching before tax deductions, 100% vested on day 1.
- Paid week off during Winter Holidays.
- 20 paid vacation days and 5 paid sick days.
- Free virtual health and mental wellbeing sessions included in the plan for members and their dependents.
- A competitive salary and performance-based annual bonuses.
- Personal development opportunities and ability to work in a global environment.
- Work in a creative team with people full of passion for what they do.
About People Can Fly Studio
People Can Fly is a global video game development company operating in Poland, the UK and North America.
We are one of the leading Unreal Engine studios in the industry.
Established in 2002, PCF made its mark on the shooter genre. The studio is known for titles such as Bulletstorm: Full Clip (launched on April 7, 2017), Gears of War: Judgment (published in 2013) and Bulletstorm (an original, Unreal Engine 3-powered onslaught of ‘kill with skill’ gameplay and blockbuster moments published in 2011) and award-winning Painkiller (launched in 2004).
People Can Fly's new RPG shooter Outriders is available now on PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, PC, Google Stadia and Nvidia GeForce Now.
People Can Fly studio is currently working on several exciting titles: Gemini is our new project being developed with Square Enix; Bifrost, Victoria and Dagger are projects we're growing in the self-publishing model. We also have one project in the concept phase – Red; as well as two projects in VR technology – Green Hell VR and Thunder - a new project based on one of the IPs from the Group’s portfolio.
SPREAD YOUR WINGS IN THE GAMEDEV INDUSTRY WITH PEOPLE CAN FLY.