Seeking a Unreal Look Development / Technical Artis

Unreal Look Development / Technical Artist

Where you sit: You receive a complete, pre-animated Unreal scene and bring it to final visual quality. You do not animate, and you do not build navigation or UI.

You will receive

  • The full scene as rigged, animated, UV-laid geometry (USD), plus the deforming umbilical as an Alembic geometry cache and curated per-step cameras — untextured and unlit.
  • Reference frames defining the look, and a written look brief.

Scope / deliverables

  • Environment — build the full real-time world in Unreal: water surface and water column, subsea depth-fade and colour grade, volumetric lighting and light shafts, suspended particulate and atmosphere, seabed terrain and materials, surface and sky as required.
  • Materials — author PBR materials for all assets (vessel, deck spread, umbilical, buoyancy and ballast modules, client-supplied proxies) to the look reference. Build these as a reusable material library.
  • Lighting — set up scene lighting (subsea key lighting, depth, mood) to the reference standard.
  • Output — deliver a lit, textured Unreal level matching the agreed look, ready for the interactive developer to build on.

Required skills

  • Strong Unreal Engine: lighting (Lumen), material editor, water/ocean systems, volumetric fog and light shafts; Niagara (particulate) an advantage.
  • PBR texturing and real-time environment art; underwater/subsea or atmospheric work strongly preferred.
  • Competent importing USD scenes and Alembic geometry caches, with correct unit and axis conversion.

Out of scope

Animation (provided), camera navigation, UI, packaging. No translation of offline or procedural shaders — materials are authored natively in Unreal.

Deliverable & sign-off

Unreal level with environment, lighting and materials, plus the reusable material library. The client signs off the look before interactive development begins.

Greetings! I am an Unreal Engine Technical Artist and 3D artist with experience in highly atmospheric scene lighting and composition with strong fundamentals in visual storytelling, color theory and shader art. I have strong experience in Material authoring, having made multiple custom materials and material instances with customizable parameters for my FPS game, as well as having programmed a persistent infinite blood system for it. I also have experience sticking to specific art styles and sticking to written reference briefs (for example, my Strange Meeting render based on the poem).
Here’s my portfolio: https://xpens.artstation.com/
I’m interested in your job offer and would like to discuss with you the specifics.

Hello, let me know if you’d like to work together!