Vegetation & Foliage Artist at GIANTS Software Entertainment GmbH
Brno, Southeast, Czechia -
Full Time


Start Date

Immediate

Expiry Date

24 May, 26

Salary

0.0

Posted On

23 Feb, 26

Experience

2 year(s) or above

Remote Job

Yes

Telecommute

Yes

Sponsor Visa

No

Skills

Modeling, Texturing, Optimization, Foliage Generation, LOD Meshes, Collisions, Billboarding, Shader Setup, Wind Materials, Physics Interactions, Maya, Blender, 3ds Max, ZBrush, Substance 3D Designer, Substance 3D Painter

Industry

Computer Games

Description
Company Description GIANTS Software ranks among Europe’s most successful game developers, boasting locations in Zürich, Switzerland, Erlangen, Germany and Brno, Czech Republic. The company is best known for its globally best-selling “Farming Simulator” series, a long-standing real-time simulation title celebrated worldwide. Job Description To strengthen our Environment Art team, we are looking for Junior / Mid-Level Vegetation & Foliage Artist based in Brno, Czech Republic You will collaborate closely with the Environment team to ensure our biomes are stunning, biologically grounded, and performance-ready. Vegetation and foliage are key elements that bring our biomes to life, and quality is our top priority. We are therefore looking for a colleague who has a keen eye for detail and a passion for creating lush, believable, and highly optimized plant life. Job Responsibilities Model, texture, and optimize a wide variety of high-quality foliage and vegetation assets, including trees, bushes, plants, and ground cover. Create and manage Level of Detail (LOD) meshes, collisions, and billboarding for optimal in-game performance. Work within the engine to set up foliage shaders, wind materials, and physics interactions. Collaborate with Environment Artists and Level Designers to populate biomes and ensure seamless integration of flora into the world. Maintain a consistent art style and quality bar according to the project's artistic direction. Qualifications What qualification and skills do we expect from you? 2–4+ years of professional game industry experience with a dedicated focus on vegetation and foliage creation. A strong portfolio demonstrating a clear understanding of plant anatomy, organic forms, and realistic (or stylized) foliage creation. Strong modeling and sculpting skills in Maya, Blender, or 3ds Max, as well as ZBrush, with a focus on manual or procedural foliage generation techniques. Excellent texturing skills using Substance 3D Designer, Substance 3D Painter, and Photoshop. Solid understanding of real-time engine constraints, including memory budgets, overdraw, and vertex counts. Very good knowledge of English at least at level B2 What would be a plus? Experience with photogrammetry pipelines and scanning natural elements. Experience creating custom foliage shaders or working with node-based material editors. A background or personal interest in botany or landscape architecture. Additional Information What do we offer? Variety: Challenging, creative projects with ample room for innovation Work-life Balance: Flexible hours to accommodate effective working styles Inclusivity: open, collaborative atmosphere with flat hierarchies & open doors Company Growth: we’re a young, diverse, successful, and growing company Modern Workspace: up-to-date hardware & software solutions Top location: central office with excellent public transport links Stability & Perks: Permanent employment, attractive salary, bonuses Extras: Complimentary drinks, snacks, and fruit, team-building events We offer this position for on-site work in our Brno office only. Candidates must provide a resume and a portfolio. Applications without a portfolio showcasing specific vegetation/foliage work will not be considered.
Responsibilities
The role involves modeling, texturing, and optimizing high-quality vegetation assets like trees, bushes, and ground cover, while also creating LOD meshes and setting up in-engine foliage shaders and wind materials. Responsibilities include collaborating with Environment Artists to populate biomes and maintaining the project's consistent art style and quality bar.
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