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.
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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.
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.
ApplyRigging and animating humanoid and creature characters for game engines. Work spans keyframe animation cycles, motion capture cleanup, and facial rigs for narrative-driven projects.
ApplyParticle 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.
ApplyLead 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.
ApplyStructuring 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.
ApplyFocused on stylised game aesthetics — hand-painted textures, exaggerated form language, and optimised mesh counts for mobile and indie-scale productions. Blender primary, Substance secondary.
ApplyEvery 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.