> Markdown version of [/jobs/ext/277087-senior-environment-artist-ii-unannounced-game-irvine-ca](https://www.wearedevelopers.com/jobs/ext/277087-senior-environment-artist-ii-unannounced-game-irvine-ca). Every page supports `.md` or `Accept: text/markdown`. Links point to the HTML versions so they work for humans too. Agent guide: [/agents.md](https://www.wearedevelopers.com/agents.md). --- # Senior Environment Artist II - Unannounced Game | Irvine, CA - **Company:** Activision Blizzard, Inc. - **Location:** Irvine, CA, United States (Remote available) - **Experience:** Expert - **Salary:** $97,200.0 - $179,900.0 - **Contract:** Temporary contract - **Skills:** Computer Animation, Video Game Development, Game Engine, Visual Effects, Enterprise Integration, Color Theory - **Published:** May 19, 2026 - **Apply:** https://www.indeed.com/viewjob?jk=869979063fb8dad9 ## About the Role We are looking for a Senior Environment Artist to help craft a new, unannounced game for Blizzard. As a senior individual contributor, you will be responsible for delivering high-quality environmental artwork through strong artistic and technical expertise. You understand how to build, integrate, and optimize a wide variety of environment asset types, and how environment layout and set-dressing support gameplay, readability, and player experience. You are comfortable operating in a dynamic environment, navigating fluid deadlines and changing priorities with purpose., * 12+ years of professional experience creating environment art for AAA games. * Confirmed experience shipping at least one major title in a relevant environment-art role. * Proven experience collaborating within large, cross-disciplinary development teams. Knowledge and Skills * Experience working with AAA game engines, with a strong understanding of asset implementation and pipeline integration. * Comprehensive understanding of environment-art creation, including strong proficiency with industry-standard 3D workflows. * Strong understanding of physically-based rendering (PBR) content authoring. * Ability to create cohesive, readable environments that support gameplay and storytelling. * Portfolio demonstrating high-quality environment work, including detailed breakdowns of your contributions., * A team-oriented approach to your work, with a strong emphasis on collaboration and partnership across disciplines. * The ability to inspire others through enthusiasm for craft, quality, and continuous improvement. * A self-motivated, proactive problem-solver who takes ownership of challenges and outcomes. Extra Points * Experience working through early-development and R&D phases of a project. * Solid understanding of game-art disciplines outside of environment art (e.g., lighting, VFX, characters, animation, rendering). * Experience creating and working with photogrammetry data. * Strong foundation in 3D composition, form, balance, and color theory. * Interest in photography and cinema as they relate to environment storytelling. * Passion for playing a wide variety of video games. ## Description Priorities can often change in a fast-paced environment like ours, so this role includes, but is not limited to, the following responsibilities: * Directly contribute hands-on environment artwork, taking assets and spaces from concept through final implementation. * Collaborate closely with the Environment Lead, design partners, artists, engineers, materials, VFX, and lighting teams to deliver world-class environments. * Apply strong environment-art fundamentals to support workflows ranging from early prototyping to final, best-in-class execution. * Build, integrate, and optimize environment assets to meet visual quality, gameplay, and performance requirements. * Proactively identify risks within environment-art creation and propose thoughtful, practical solutions. * Stay current on industry trends, including advancements in commercial game engines, tools, and workflow efficiencies. ## Related Videos - [A Lifetime in Games: The Past, Present and Future of the Industry](https://www.wearedevelopers.com/videos/202-a-lifetime-in-games-the-past-present-and-future-of-the-industry) - [One Color to Rule Them All: Relative CSS Colors in Practice](https://www.wearedevelopers.com/videos/100016-one-color-to-rule-them-all-relative-css-colors-in-practice) - [Building a fully automated escape room](https://www.wearedevelopers.com/videos/735-building-a-fully-automated-escape-room) - [Dizzy users close browsers: balancing creativity and accessibility](https://www.wearedevelopers.com/videos/803-dizzy-users-close-browsers-balancing-creativity-and-accessibility) - [Learn Enough Design to Be Dangerous](https://www.wearedevelopers.com/videos/577-learn-enough-design-to-be-dangerous) - [WeAreDevelopers LIVE - "Fun and games - and all that comes with it", Back to BASIC & more](https://www.wearedevelopers.com/videos/1719-wearedevelopers-live-fun-and-games-and-all-that-comes-with-it-back-to-basic-more) ## Related Articles - [John Romero - What AI Can, Can’t, and Shouldn’t do for Games](https://www.wearedevelopers.com/magazine/478-john-romero-what-ai-can-can-t-and-shouldn-t-do-for-games) - [WWC24 Talk - Brenda Romero - Stay: Surviving and Thriving in Tech](https://www.wearedevelopers.com/magazine/467-wwc24-talk-brenda-romero-stay-surviving-and-thriving-in-tech) - [What Developers Can Learn from Indie Games](https://www.wearedevelopers.com/magazine/650-what-developers-can-learn-from-indie-games) - [Tips on mastering remote job interviews](https://www.wearedevelopers.com/magazine/23-tips-on-mastering-remote-job-interviews) - [How to Write a CV and Interview if You Don't Fully Qualify For The Job](https://www.wearedevelopers.com/magazine/183-how-to-write-a-cv-and-interview-if-you-don-t-fully-qualify-for-the-job) - [Should senior developers refuse interview coding challenges?](https://www.wearedevelopers.com/magazine/29-should-senior-developers-refuse-interview-coding-challenges)