[Hiring] Junior/Mid Technical Artist - Unreal Engine / Gaussian Splatting

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

  • Edit, retouch, and optimize 3DGS environments to a premium visual standard

  • Generate splatting scenes from traditional 3D assets in Unreal Engine 5

  • Set up scenes, lighting, materials, cameras, and navigation

  • Optimize interactive environments for smooth web-based performance

  • Spot and fix visual and technical issues before anyone else sees them

  • Research, test, and evaluate new tools and workflows - and help improve our production pipeline

  • Keep your work organized and documented as we scale

  • Work closely with our artists and developers to ship polished experiences

What we’re looking for

  • A genuinely strong eye for detail, composition, and visual quality - this is the thing we select on

  • Around 1-3 years building environments as a technical artist, 3D/environment artist, or similar

  • Hands-on experience in Unreal Engine 5

  • Solid grasp of lighting, materials, and scene optimization

  • Strong retouching/editing skills for photorealistic work

  • Comfortable working independently in a remote, distributed team

  • Professional English, written and spoken

  • The drive to learn fast and push your own quality higher

Nice to have (not required)

  • Interest or early experience in Gaussian Splatting, photogrammetry, or digital twins

  • Experience with Blender, 3ds Max, or similar DCC tools

  • Tools like Postshot, RealityCapture, Metashape, or Polycam

  • ArchViz, architecture, or real estate background

  • Experience creating interactive virtual tours or web experiences

  • Basic scripting (Blueprints, Python)

  • 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:

  • Your CV

  • A portfolio or demo reel (required) - UE5, ArchViz, or interactive 3D

  • A few honest sentences on why this technology interests you

1 Like

Hi! I want to apply for the Technical Artist role at Co.Society as I specialize in creating photorealistic premium ArchViz and modern real estate environments inside UE5. Attached are my luxury villa renders and topology wireframes to show my experience with realistic lighting, materials and asset optimization. I am completely ready to work on a full-time remote contract and learn your specific WebGPU and Gaussian Splatting production workflows. Since your browser pipeline targets true-scale environments should my initial focus be on converting 3D assets into splats or optimizing materials for web performance?

DISCORD: bimplee

MY PAST WORK: ArtStation - Realistic Home

Great opportunity for ue5 artists. I like that you value strong fundamentals and curiosity over niche experience. Best of luck finding the right candidate!