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Voxelwave Studio
← All roles · Open · Arventus · Contract · Remote

Environment Artist — buildings & art design

Own what the world looks like: modular building kits, props, world dressing, and the written style guide that keeps a procedurally-placed settlement looking authored.

Godot 4.7BlenderModular kitsBuildingsArt direction

Contract · remote · async. Part-time to start, scoped per milestone, rate agreed in writing. Paid trial before any longer engagement.

Arventus is a 3D open-world RPG in Godot 4.7 with a cozy art direction. This role owns what the world looks like: buildings, props, modular kits, world dressing, and the art design decisions that keep it coherent as it grows.

It is one of two art roles. This one is the design and environment half; the other is technical 3D art — shaders, characters and rigging.

What you would own

  • Buildings. Houses, workshops, guild halls, market stalls and their upgrade stages, built as modular kits rather than one-off meshes, because the world places them procedurally.
  • Modular kits and props. Wall, roof, floor and trim sets that snap cleanly, plus the props that make an interior read as a working business.
  • World dressing. Rocks, trees, fences, signage and clutter, authored to sit correctly on generated terrain rather than on a flat plane.
  • Art design. The written style guide: silhouette rules, palette, proportion, material conventions. The thing that keeps the tenth building looking like it belongs with the first.

What we are looking for

  • Shipped stylised 3D environment work, with a portfolio that shows the same world across several assets rather than single hero pieces.
  • Modular kit authoring. Grid discipline, snapping, trim sheets, reuse.
  • Blender to a real engine. Godot 4 preferred; other engines transfer.
  • The ability to write a style guide and then hold yourself to it.
  • An eye for cozy that is warm without being weightless. The world is comfortable to look at and unsentimental about what happens in it.

Nice to have

  • Concept and 2D work, even if rough, enough to plan a set before modelling it.
  • Experience authoring assets for procedural or generated placement.
  • Level or settlement layout and composition.

What you would not own

Shaders, characters and rigging sit with the technical art role. Gameplay code sits with engineering. You will work closely with both, and you own the style guide they build against.

About the work

Remote, async by default, no required timezone. Scope, outcome, rate and duration agreed in writing before work starts, invoiced on delivery. The studio is small and pre-revenue — this is a contract with the possibility of a longer engagement as the project funds, not a salaried position today.

How to apply

One email to [email protected] with a portfolio, a CV or equivalent, and a short note on which part of this role you are strongest at. No forms, no portal. Reply within five business days.

Process: one email, a 30-minute call, then a small paid trial scoped to real work on the project. The trial is invoiced, not free.