Sperasoft

Material artist

🇵🇱 Warsaw, Polonia Presencial Creatividad, diseño y contenido Intermedio Publicado May 26, 2026
Ubicación Warsaw, Polonia
Modalidad Presencial
Seniority Intermedio
Idioma English
Publicado 26 de mayo de 2026
Última verificación 27 de mayo de 2026
Contexto de JobGrid

Resumen del puesto por JobGrid

Material artist at Sperasoft: Warsaw, Polonia; Presencial; Intermedio; Creatividad, diseño y contenido. JobGrid adds normalized role facts, source context, and a path to the employer application page so candidates can compare the listing before applying.

  • Location and workplace: Warsaw, Polonia, Presencial
  • Role classification: Creatividad, diseño y contenido, Intermedio
  • Source freshness: checked by JobGrid on 2026-05-27.
  • Application path: candidates continue to the employer application page with non-personal referral tags.

Sperasoft is seeking a Material Artist to integrate with our art team. You will partner with art and design teams to develop compelling materials. Your role involves creating materials that meet our technical specifications and adapting stock textures, such as from Megascans, to fit our production pipelines. If you excel at materials creation, delivering production-ready assets, and adhere to strict technical requirements, this is the perfect opportunity for you

Responsibilities

  • Develop high-quality benchmark materials utilizing Substance Designer, Substance Painter, ZBrush, or other preferred DCC tools.
  • Ensure all materials maintain compatibility and interchangeability within the project.
  • Collaborate closely with Level Artists to create user-friendly and convenient materials for level construction.
  • Work with the Lead to verify materials are correctly integrated and function as intended with project-specific shaders, including features like tinting and height blends.
  • Uphold the integrity and uniformity of the material library.
  • Independently research, evaluate, and implement the latest industry trends and material creation techniques.
  • Demonstrate the ability to select the most appropriate software for any given task, without a strict focus on Substance Designer.
  • Be prepared to pivot to simple prop modeling tasks when material creation assignments are not immediately available.