Mob Entertainment is a startup multimedia studio best known for the indie horror game Poppy Playtime; franchise widely popular with fans.
Design and build highly realistic, atmospheric environments for horror games, focusing on grounded, immersive interior spaces.
Own full environment scenes from blockout to final polish using modeling, texturing, and lighting fundamentals.
Apply advanced understanding of composition, form, light, color, and shape to guide the player's eye and amplify psychological tension.
Utilize modularity, trimming, and reusability techniques to build flexible, performant assets and environments in Unreal Engine.
Translate reference and narrative direction into compelling visuals supporting gameplay and mood-driven storytelling.
Collaborate closely with level design, lighting, materials, and tech art to ensure visual targets and gameplay functionality are met.
Conduct regular polish passes to ensure visual consistency and high-quality asset usage.
Provide feedback on environment execution across pods to reinforce artistic quality and horror tone.
Requirements
Strong portfolio demonstrating mastery of environment set dressing, modeling and texturing for realistic, horror-inspired spaces (preferably interiors).
Solid foundation in art fundamentals: composition, lighting, form, color, shape, and value control.
Expertise in modular modeling and trimming workflows; ability to build efficient, reusable kits with visual finesse.
High proficiency in industry-standard tools (e.g., Maya, Blender, ZBrush, Substance Designer/Painter, Photoshop).
Significant experience with Unreal Engine 5, including level building, material setup, and scene assembly.
Comfortable working from reference and narrative briefs to develop grounded and immersive worldbuilding.
Understanding of horror visual language, mood construction, and how to manipulate space, scale, and detail to create discomfort or suspense.
Strong communication and collaboration skills, with a willingness to iterate based on feedback and team needs.
Bonus: experience with substance designer, lighting, or world-building tools within Unreal Engine.