LEAD ENVIRONMENT / LEVEL ARTIST

creā‑ture Studios Inc. is a small, hybrid studio focused on making games in a different way. Based in Montreal, Canada, we bring together a mix of industry veterans and newcomers, providing a platform for everyone to contribute. Our goal is to keep the team lean and cross‑disciplinary, giving everyone the voice to collaborate and shape the process. We believe in empowering people—and it shows in everything we create. 
 
As part of the Nacon group, creā‑ture Studios Inc. is focused on PC and Console original IP. We’re looking for an experienced Lead Environment / Level Artist passionate about crafting visually stunning, narrative‑rich game environments.  You’ll lead the environment creation process, establish visual standards and production pipelines, and closely collaborate with your team as well as World Design, Lighting Artists, Concept Artists, Tech Artists, and the Art Director.  

This role offers substantial creative and technical leadership, enabling you to mentor artists, drive artistic vision and profoundly influence our project’s visual identity. 

RESPONSIBILITIES

  • Own the creation of playable level and environment art in UE5, from early blockout support through final polish, with a focus on readability, mood, and performance optimization. 
  • Split time between hands-on production and leading a small team: plan and prioritize work with Production and Art Direction, run reviews and feedback, and keep delivery on track. 
  • Partner closely with Level Design to refine layout, flow, sightlines, and landmarks, then carry spaces through set dressing and final art. 
  • Create and integrate environment assets as needed (materials, decals, props, kit pieces), and help build modular kits and reusable systems that support fast iteration and consistent quality. 
  • Use UE5 PCG and foliage/biome workflows to support fast dressing, variation, and iteration across levels. 
  • Set and maintain clear standards for quality and pipeline (organization, kit rules, LODs/collision, optimization, in-editor workflows). 
  • Make smart scope calls: use existing libraries and third-party content when it helps, and focus custom work on key hero moments. 
  • Support terrain/foliage and lighting direction in collaboration with Tech Art and Lighting to hit mood, clarity, and performance targets. 
  • Mentor artists through reviews and feedback, and communicate progress, risks, and needs to keep quality and schedule aligned. 

REQUIREMENTS

  • Shipped game experience (or equivalent real-time work) with a portfolio showing level and environment art in Unreal, including process and breakdowns. 
  • Strong UE5 in-engine production skills and experience finishing playable spaces. 
  • Solid hybrid environment skill set: modular building, set dressing, materials/decals, basic lighting support, and performance-minded optimization (LODs/collision). 
  • Hands-on experience using UE5 PCG to build and iterate environments, including foliage/biome or scatter workflows. 
  • Experience working within performance budgets, including LODs, collision, lighting/perf trade-offs, and optimization best practices. 
  • Proficiency in common DCC tools (Maya or Blender, Substance, ZBrush or equivalent) with clean asset organization. 
  • Strong eye for composition, scale, and environmental storytelling that supports navigation and gameplay. 
  • Comfortable working with Level/World Design on metrics, flow, signposting, and iteration. 
  • Experience in a working-lead role: mentoring, setting standards, giving clear feedback, and making practical trade-offs to ship. 
  • Self-directed and collaborative, able to plan work, communicate early, and adapt to shifting priorities. 

NICE TO HAVE

  • Houdini/procedural workflows. 
  • Advanced Unreal material/shader work with performance awareness. 
  • Experience coordinating VFX integration or gameplay-driven environment interactions. 

REQUIRED APPLICATION MATERIALS

  • Online portfolio with UE level/environment work (UE5 preferred)