Fenris Creations is looking for a 3D Artist with generalist range to join the EVE Online art team in our Reykjavik studio. New Eden is built from hard surface ships and structures, station interiors, props and environments, along with the materials and lighting that hold themYour TasksCreate high quality, production ready 3D assets from concept art or, when required, develop original asset designs independently and in close collaboration with the Art Director and the wider art team, using 3D tools to explore shape language, function, proportion, scale and visual identity.Take ownership of assigned assets and drive them from initial idea through final delivery, including design, high and low poly modelling, UVs, LODs, texturing, materials, VFX and final polish.Ensure assets meet established artistic, technical and performance standards, working with Technical Art and Engineering to stay inside memory and performance budgets without giving up visual fidelity. Contribute ideas that improve visual quality, consistency and production workflows.Participate actively in idea development within the art department, and collaborate with concept, VFX, technical art, design and engineering. Present work clearly, respond constructively to feedback and iterate efficiently.Manage your own priorities and identifying problems, opportunities and next steps. Estimate tasks, communicate progress and raise risks or blockers early.Your ProfileApproximately three to five years of professional experience creating 3D assets for games, or a portfolio demonstrating an equivalent level of ability and production experience including work taken through a complete real-time pipeline. Strong modelling, texturing and material creation skills, with a solid grounding in PBR authoring and an understanding of how a real-time renderer will treat your work.Ability to create assets from established concept art, and to develop original designs from broader creative direction. Strong understanding of shape language, form, proportion, scale, composition and visual hierarchy.Confident with industry standard 3D and 2D software, for example Maya, Blender and Photoshop. Working knowledge of real-time optimisation and technical constraints, including topology, LODs, texture budgets and draw call cost, and comfortable working in an in-house engine and toolset.Ability to create or contribute to VFX passes so that an asset reads correctly in game. You do not need to be a VFX specialist, but you do need to be able to finish your own assets rather than hand them on for someone else to complete.Able to work independently, take ownership of an asset from initial idea to final delivery, and drive it forward without waiting to be asked. Comfortable presenting work, receiving direct critique, iterating quickly, and contributing to creative discussion across disciplines and departments. Clear communicator in written and spoken English.An interest in science fiction design and the visual universe of EVE Online.Nice to have:Deeper VFX ability.Scripting in Python.A history of contributing to open source graphics, tooling or content pipeline projects.