About the role
Los Angeles, CA (hybrid on-site a few days a month)
About the role
Tears of Libya is a narrative-driven, photorealistic game built in Unreal Engine 5. This is a hands-on role with a small team where you will build the world and get it running in-engine, moving work from concept to playable.
What you'll do
- Model, texture, and light realistic 3D environments, including period buildings, interiors, streets, terrain, set dressing, and hero props.
- Assemble and optimize assets into playable levels in Unreal Engine 5 using Nanite, Lumen, and World Partition.
- Build and maintain gameplay and interaction systems in Blueprints.
- Set up and work with MetaHuman characters, including importing, grooming, LODs, clothing, facial and body animation hookups, and integration into scenes.
- Maintain performance across target platforms without losing visual fidelity.
- Work closely with the director on look, mood, and historical accuracy of environments.
What you need
- Shipped or substantially contributed to at least one realistic-looking game or high-fidelity real-time project.
- Strong Unreal Engine 5 experience, specifically day-to-day production work.
- Solid Blueprint skills, with the ability to build systems independently rather than just tweaking existing ones.
- MetaHuman experience, including creation, customization, and integration into gameplay.
- Proficiency in hard-surface and environment modeling in Maya, Blender, or 3ds Max, plus texturing in Substance Painter/Designer.
- Ability to own an asset end to end: model, texture, import, place, and make it functional in-engine.
- Based in Los Angeles or able to commute to the office a few times a month.
Nice to have
- Historical or period environment work, or strong photo-reference discipline.
- Photogrammetry / scan cleanup experience.
- Experience with lighting and cinematic sequencing in Unreal (Sequencer).
To apply
Send a portfolio or demo reel with a short note on specific contributions for each piece, especially items showing environment work running in Unreal, and any MetaHuman or Blueprint work. Links to playable builds or breakdowns are welcome.
Company Background
Voices of the Forgotten was founded by video game director Luc Bernard. The organization focuses on the immersive power of games to convey the weight of history. Their previous project, The Light in the Darkness, was the first video game made about the Holocaust.