Environment Artist
Build the diorama-style worlds every microgame happens inside. Rounded, toy-like, readable at a glance.
What you'd be building
Microgame environments
Each microgame gets its own small arena — contained diorama-style playsets, not vast landscapes. The environment should communicate the game's theme in a second: this is a water game, this is a racing game, from visuals alone.
- A sumo ring on a floating platform
- An obstacle course with moving hazards
- A race track through a candy-colored landscape
- An underwater arena with coral and bubbles
- A rooftop arena at sunset
- An icy sliding-puzzle arena
Props & hazards
Objects players interact with during gameplay — obstacles, collectibles, platforms, launchers, bumpers, walls, goals. Everything rounded, soft, squeezable-looking.
The lobby
The hangout space every player sees between games. Cozy, inviting, warm golden-hour lighting. This is the most-seen environment in the entire game.
The visual style
A toy box that came to life at a party. Bright, rounded, toylike. Everything looks like a painted toy or playset. Matte plastic, painted wood, soft felt — not photorealistic. Saturated colors, not neon.
- Rounded geometry everywhere. No sharp 90° angles.
- Simplified forms. A tree is 2–3 shapes. A building is a box with a roof and a door.
- Limited palette per world — 4–6 colors. The constraint creates cohesion.
- Dioramas, not open worlds. Framing always says "you're looking at a constructed space."
- No pure black or white. Darkest value is warm deep navy; lightest is warm cream.
Reference touchstones: Kirby, Fall Guys, Overcooked, Untitled Goose Game, Crossy Road. Not to copy — the shared vibe is "toylike simplicity that still looks polished."
Technical
- Engine: Three.js (WebGL 2.0) — everything must be web-performant
- Format: glTF / GLB
- Modeling: Blender (required)
- Texturing: Substance Painter (or willing to learn — we have tutorials)
- Target: 60fps on mid-range desktop hardware
Budgets: 20,000–40,000 triangles per environment; individual props 500–5,000; 2048×2048 max texture resolution; under 100 draw calls per frame; 500KB–1.5MB per GLB. We ship a full asset pipeline with a build script that handles KTX2 compression, mesh optimization, and GLB export — you focus on making things look great.
What we're looking for
- Portfolio showing stylized, low-poly 3D environments or game art (not photorealistic)
- Proficient in Blender
- Strong sense of color and composition — making simple geometry look polished through palette and lighting
- Clean topology, efficient UV layouts, texture atlasing
- glTF/GLB export experience
- Comfortable working at a steady pace — this is ongoing work
Sound good?
Send us a portfolio and a sentence or two about what you like to build.
Apply