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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