Junior/Mid Technical Artist - Unreal Engine / Gaussian Splatting
Fully Remote (Europe) · Full-Time / B2B Contract
About Co.Society
Most 3D is something you watch. We build something you step into.
We turn real and unbuilt spaces - apartments, hotels, showrooms, entire buildings - into photorealistic environments where people meet inside the space, at true scale, in real time, straight in the browser. No app. No download. Not film, not a rendering. Space you can feel.
It runs on WebGPU and Gaussian Splatting (3DGS), and it’s genuinely at the frontier - very few people in the world do this yet. We’re a small, distributed team across Europe with an obsessive bar for craft, and we work with clients who don’t settle: luxury automotive, premium real estate, hospitality, world-class brands. The work goes out to people with taste, so it has to be flawless.
The Role
You’ll build and refine the environments people walk into - editing and enhancing captured 3DGS scenes, generating splats from 3D assets in Unreal Engine, and optimizing everything to run beautifully in the browser.
You don’t need to be a Gaussian Splatting expert. Almost no one is. What you need is astrong visual eye,solid real-time 3D fundamentals, and the kind ofcuriositythat makes youlearn a new technique fast. We’ll train you in our specific 3DGS and web pipeline. You bring the craft; we’ll teach you the frontier.
What you’ll do
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Edit, retouch, and optimize 3DGS environments to a premium visual standard
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Generate splatting scenes from traditional 3D assets in Unreal Engine 5
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Set up scenes, lighting, materials, cameras, and navigation
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Optimize interactive environments for smooth web-based performance
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Spot and fix visual and technical issues before anyone else sees them
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Research, test, and evaluate new tools and workflows - and help improve our production pipeline
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Keep your work organized and documented as we scale
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Work closely with our artists and developers to ship polished experiences
What we’re looking for
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A genuinely strong eye for detail, composition, and visual quality - this is the thing we select on
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Around 1-3 years building environments as a technical artist, 3D/environment artist, or similar
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Hands-on experience in Unreal Engine 5
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Solid grasp of lighting, materials, and scene optimization
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Strong retouching/editing skills for photorealistic work
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Comfortable working independently in a remote, distributed team
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Professional English, written and spoken
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The drive to learn fast and push your own quality higher
Nice to have (not required)
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Interest or early experience in Gaussian Splatting, photogrammetry, or digital twins
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Experience with Blender, 3ds Max, or similar DCC tools
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Tools like Postshot, RealityCapture, Metashape, or Polycam
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ArchViz, architecture, or real estate background
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Experience creating interactive virtual tours or web experiences
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Basic scripting (Blueprints, Python)
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LOD / performance optimization experience
Compensation & growth
This is a role built to grow into. The starting period is modest and reflects the hands-on training you’ll get in a technology almost no one else can do. After six months, compensation moves to a market level - nothing fixed in stone, set by what you actually deliver: your work, your drive, your commitment. Strong people grow fast here, and we pay for it when they do.
To apply
Send application to agnieszka.staniek@cosociety.co:
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Your CV
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A portfolio or demo reel (required) - UE5, ArchViz, or interactive 3D
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A few honest sentences on why this technology interests you