Unreal Engine Technical Artist / 3D Artist James Cook Media, Inc $$$

Madfish

Madfish

Marketing & Communications, IT

Ukraine

Posted on May 10, 2026

James Cook Media, Inc. is looking for an Unreal Engine Technical Artist or 3D Artist with strong UE5 skills to compose photorealistic outdoor environments for an internal R&D simulation platform. You will own the visual quality of the project end to end: world building with geospatial terrain streaming and high-fidelity asset libraries, lighting and atmosphere design, asset modeling for in-scene actors, VFX, and the asset pipeline that ties it all together.

This is hands-on production work with strict performance constraints. Photorealism is the goal, but it has to ship within frame budget on consumer hardware. If you enjoy the craft of making real-world locations feel believable while staying disciplined about poly count and draw calls, this role is a good fit.

Engagement

  • Type: Project-based contract or part-time
  • Location: Remote, Ukraine-based
  • Duration: ~3 months with possibility of extension
  • Start date: May 15
  • Compensation: Competitive, discussed during screening call

What you'll do

  • Build photorealistic outdoor environments combining real-world terrain streaming with high-quality close-range asset libraries
  • Author multiple lighting and weather presets per scene (clear, overcast, dusk, night) with full control over atmospheric and sky systems
  • Model and material a small number of in-scene actors with proper LOD strategy, damage states, and material variants
  • Author VFX for environmental effects and in-scene events
  • Own the asset pipeline: import workflow, naming conventions, folder structure, LOD policy, texture compression, performance budgets
  • Profile and optimize to hit interactive frame rates on consumer-class hardware at 1440p
  • Collaborate closely with the engine programmer on integration, the engineering lead on requirements, and tooling team on in-editor authoring helpers

Required skills

  • 5+ years of production 3D work in real-time engines, with at least 2 years in Unreal Engine (UE5 specifically preferred)
  • Experience in geospatial streaming workflow (Google 3D Tiles, Cesium ion, georeference origin handling) or willingness to ramp up quickly with strong UE5 fundamentals
  • Strong UE5 environment art skills - terrain blending, foliage placement, material variants, ground integration of imported assets
  • Lighting and atmosphere mastery - dynamic and baked GI, sky and atmosphere systems, post-process, color grading, time-of-day systems
  • Good understanding of performance trade-offs - draw calls, overdraw, shader complexity, LOD strategy, virtualized geometry
  • VFX authoring at production quality
  • Performance profiling with engine tools; ability to diagnose draw call, overdraw, and shader complexity issues
  • Asset pipeline discipline: clean folder structure, naming conventions, version control hygiene
  • Strong sense of composition and craft - the difference between dropped assets and an intentional scene

Nice to have

  • Cesium for Unreal hands-on experience
  • Quixel Megascans proficiency including Bridge integration
  • Niagara for VFX authoring
  • Lumen and Nanite production experience
  • TSR and DLSS configuration experience
  • Sky Atmosphere, Volumetric Clouds, Exponential Height Fog tuning
  • Material authoring beyond defaults (custom shader graphs, layered materials)
  • World Position Offset / Pivot Painter for foliage wind effects
  • Previous work on simulation, training, or visualization projects (not just games)
  • Familiarity with photogrammetry workflows
  • Comfort with Blueprint scripting for editor utilities
  • Git or Perforce experience

If parts of this stack are new to you but UE5 fundamentals are solid, that is fine - we have a structured ramp-up window in the first phase of the project.

Application process

  1. Send us:
    • Your CV
    • Either a portfolio (link or PDF) demonstrating relevant UE5 outdoor environment work with photorealistic terrain and lighting, or be ready to complete a short test task (~4-8 hours)
    • A short note (5-10 sentences) on your favorite scene you've worked on and why
    • Availability and earliest start date
  2. Initial screening call (30 minutes) - mutual fit, scope discussion, compensation, technical baseline questions
  3. Portfolio review or test task (if no relevant portfolio piece) - a small, focused UE5 scene demonstrating a photoreal outdoor prototype. Detailed brief provided.
  4. Final discussion (60 minutes) - we walk through your work together, discuss decisions, and finalize terms

We aim to make decisions within 2 weeks of receiving an application. Honest feedback at every stage.