Hiring: 3D Environment Concept Artist

Work with a small team on a puzzle-exploration game that is philosophical, and quiet, and is being made for reasons other than crass profit motive. Because the team is small, your work will be a large influence on the look of the final game. The team is run by the designer/programmer of the critically-acclaimed game Braid; the team is fully-funded and pay is high.

Remote work is a possibility, but the ability to meet regularly in San Francisco is preferred.


  • Help determine the visual style and tone of the game.
  • Sketch locations to help determine spatial relationships among objects in a scene.
  • For each major location in the game, working with the designer, iterate from the sketches through full-color concepts, so that at the end we have a clear picture of how color and shape will interplay in each scene.

Job duration: An estimated 6 months of full-time work, with light work available afterward through the conclusion of the project.

The ideal candidate understands the nuances of storytelling via environmental cues and has a good feel for the use of color and lighting.

Please have a convincing portfolio, good traditional art skills and the ability to self-direct, working without micromanagement.

The majority of the portfolio should consist of things absent from the following list: Girls With Big Tits; Barbarians Wielding Axes, Covered in Blood; Aliens; Space Ships; Gangsters Getting Shot in the Face; Orcs; Giant Robots; and, of course, Postapocalyptic Wastelands.

To apply, send email to jon [at] number-none.com.

17 thoughts on “Hiring: 3D Environment Concept Artist”

  1. Every game requires at least one insanely hot, unevenly proportioned, under-aged girl to be successful. And a knight in shining armor who grabs her with a secret password. How else will you make a $$$ generating franchise?!

  2. “philosophical” Awesome! I would love to play a “philosophical” game. Don’t forget to make refrences to mans lack of free-will, lack of altruism, selfish motives, etc… I can help you with the the philosophy parts.

  3. Even if the title presumably won’t offer girls with big tits I’m totally looking forward to this! Working on such a game is a plum job, isn’t it? Good look to all candidate, may the best (wo)men win!

  4. Exploring and puzzles..mmmmm.

    Love the list of absent from portfolio list, mine fits that nicely .. if you ignore the horror stuff. All concept art portfolios need a little blood, its the *law*.

  5. Right now I am studying video-game design at the university, and I must say your game philosophy is a huge inspiration to me 🙂
    Funny that I was in a 10 week school project last month, creating a 3D-puzzle-platformer called The Babushka Odyssey. In the creative process, Braid was a very helpful inspiration source. 😉

  6. “Girls With Big Tits; Barbarians Wielding Axes, Covered in Blood; Aliens; Space Ships; Gangsters Getting Shot in the Face; Orcs; Giant Robots; and, of course, Postapocalyptic Wastelands.”

    – That game sounds awesome.

  7. First off, one doesn’t need a under-aged girl that’s grabbed by the “her” in a game in order for it to be a hit, look at Halo 3, which made a tremendously high amount of sales. Secondly, the problem with fully immersible virtual environments (unless you’re developing a children’s game) is that you need high-level software with CG artists with a very good amount of experience, then you need to know the workings of .obj transfers into game engines well (most likely do). The only issue is, having a game engine that can simulate GLOBAL wind, not per plant which is a massive let-down in games such as Far Cry 2. Then, applying the physics so that they bend by realistic proportions universally, which is difficult for some lower-level game designers because they try to be realistic with their environments by using plants that are generated varyingly in the 3D environment software (which is good). Plenty of “high”quality games have a beauty that’s only skin-deep, until one looks closely. Like Halo 3, pixel-painting grass on mountains? As a plus, introducing destructible objects will be tough for un-prepared teams. Though with the proper training, it’s no issue, and the rendering process for photo-realistic environments? Unbiased, physical-based rendering engines in the game engine, sure it’s not the best optimization, but hey, programming LOD and quality settings are possible. So all in all, you should try to be a bit more specific with your “artisit” search by considering all of this, and maybe showing us that you did… For all you know, the individual may only have experience with per-vertex lighting when you’re looking for one with experience in per-pixel lighting.

  8. Haha, I’ve just come across this while researching approaches to creating large game environments. I love the job description and caveats, well done.

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