3D artist working on game environment assets at Cubanefra
Open Positions — Cubanefra

Work on games that
actually ship

Cubanefra brings together artists, animators, and technical educators who spend their days inside Blender, Maya, Unreal, and ZBrush — not just talking about them. Every role here touches real production pipelines.

7 open roles right now
30+ countries in our student base
4 active game projects
  • Portfolio with at least 3 finished, shipped-quality assets or scenes
  • Comfortable working across time zones with async communication
  • Direct feedback tolerance — critique here is detailed and specific, not soft
3D Art

3D Environment Artist

Building game-ready environments for both real-time and pre-rendered projects. Experience with modular asset kits, LOD workflows, and UE5 Nanite is a strong plus.

Full-time Remote Intermediate
Apply
Animation

Character Animator

Rigging and animating humanoid and creature characters for game engines. Work spans keyframe animation cycles, motion capture cleanup, and facial rigs for narrative-driven projects.

Full-time Remote Senior
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Technical Art

Technical Artist — VFX

Particle systems, shader graphs, and real-time visual effects in Unreal and Unity. This role sits between the art and engineering teams, translating creative direction into performant GPU solutions.

Full-time Remote Intermediate+
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Education

Webinar Instructor — 3D Modelling

Lead live sessions for international cohorts covering hard-surface modelling, PBR texturing, and export pipelines. Sessions run weekly across 4 scheduled time slots to cover global attendance.

Contract Remote Expert
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Curriculum

Curriculum Designer — Game Art

Structuring learning paths for beginner through advanced students. You will map skill progressions, write exercises that mirror studio tasks, and update materials when pipeline standards shift.

Part-time Remote Intermediate
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3D Art

Prop Artist — Stylised

Focused on stylised game aesthetics — hand-painted textures, exaggerated form language, and optimised mesh counts for mobile and indie-scale productions. Blender primary, Substance secondary.

Full-time Remote Junior+
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How we work

Remote doesn't mean isolated

Every team member gets access to shared project files, weekly crit sessions, and direct communication with senior artists. There are no gatekeepers between junior contributors and decision-making conversations.

The platform operates across 6 time zones actively, with structured async reviews so feedback doesn't disappear into a queue. A typical review cycle is 48 hours, not 2 weeks.

  • Access to commercial software licences — Substance, Maya, and ZBrush covered for all full-time roles
  • Portfolio development built into contract work — finished pieces you can publish immediately
  • Flexible scheduling with 3 core overlap hours per week — the remaining time is yours to structure
  • Critique culture that treats skill gaps as information, not as grounds for dismissal
Cubanefra team member reviewing 3D animation work on a production project