We’re looking for a texture artist with Blender experience to help define the color, tone, and surface language of our near-future cyberpunk world. You’ll be working directly inside Blender to block out stylized color passes, using workflows that are scalable across a large library of modular 3D scenes.
This is a hybrid role that blends environment concepts with production-minded scene painting. We’re not just looking for high-detail UV texturing; we’re looking for someone who can build repeatable, efficient workflows for stylized color and surfacing, with the Unity export in mind.
This is a long-term opportunity with major aesthetic influence.
The Requirements
☑️ Strong Blender skills, especially scene texturing and painting
☑️ Able to commit a few hours to a trial assignment
➕ Familiar with Unity scene export and shading workflows
➕ Experience in game development or interactive environments
➕ Concept art or color scripting background a plus
The 💰
The Mood
Our game is a pixel art cyberpunk RPG, with a 3D-to-pixel-art pipeline that compresses scenes into a low-resolution orthographic view. Think Final Fantasy 7 or Chrono Trigger, but with a cinematic camera supporting effects like depth of field.
Because everything ultimately gets downsampled, this isn’t about realism or microtexture; it’s about readability, color blocking, and vibe. Your work should make the scene sing even when it’s 300 pixels wide.
We’re still early, so the right candidate will have a big say in how we surface this world.
How To Apply
Click the apply button and submit your portfolio. We’ll ask selected candidates to participate in a trial project, detailed below.
You can follow updates regarding the role in our Discord, in the #hiring channel.
🎨 Trial Project
This is a small project that we use to evaluate candidates on an “apples to apples” basis. We pay a fixed rate of $200, which we estimate to be between 6-8hrs of work.
We’re a small, all-remote studio building our first game. For more information about the game, check out our Linktree.