Senior Environment Artist

Job Description

Torn Banner Studios is looking for a talented, team-oriented Senior Environment Artist to contribute to our team's future projects. We are a team of around 25 developers. This is an on-site, full-time, paid position in Toronto, Canada.
As a senior environment artist at a small independent studio you will be responsible for the creation of high quality art assets and complete scenes built to excite and impress players of the games we make.


  • See playable environments through from conception to completion

  • Produce photorealistic asset and environments

  • Work closely with the level design team and other artists to bring the concepts to life


  • An exceptional portfolio of work that exemplifies the creation of high quality photorealistic environments

  • 3+ years of professional game development experience

  • Expert knowledge of game environment development processes, from sculpting to retopo, baking, uvs, texturing, etc

  • Ability to provide in-depth critique

  • Ability to work under tight deadlines

  • Personally motivated

  • English speaking

  • Willingness to move to Toronto


  • Passion for the medieval era and melee combat

  • Experience with Unreal Engine

  • Background in traditional art

  • Concept Art skills

  • Particle FX skills

Additional Information

Benefits & Perks

  • Profit sharing

  • 4 weeks Paid vacation

  • A no crunching policy

  • Relocation assistance

  • Flexible schedule

  • Weekly happy hour

  • Healthcare & benefits

Company Description

We're the studio behind the hit franchise Chivalry: Medieval Warfare. At Torn Banner we understand that long, hard hours are not conducive to being a happy, healthy person. Combine this idea with a flat studio structure and profit sharing and you've got ideals that promote a positive, low stress environment to help us create awesome games. As a small team of developers, each individual has a huge impact on the final product that we put out, so we put emphasis on being open with each other, giving/receiving critical feedback, and not letting an false sense of authority cloud our vision. The more eyes and input that we have from different disciplines and personality types, the better our releases will be.

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