Why Sony Interactive Entertainment? Sony Interactive Entertainment isn’t just the Best Place to Play — it’s also the Best Place to Work. Sony Interactive Entertainment (SIE) is the company behind the PlayStation brand. As a subsidiary of Sony Group Corporation, we’re part of a proud legacy of innovation and excellence. SIE is a dynamic technology company, delivering cutting-edge hardware and network services to more than 100 million people and an entertainment leader, home to some of the most beloved and recognizable intellectual properties (IP) in the world. Our role at SIE is to create and nurture the experiences under the PlayStation brand, a name synonymous with entertainment excellence and creativity. Join the award-winning team that created God of War Santa Monica Studio is seeking an experienced Senior 3D UI Artist to join our UI team on a short-term contract basis to help bring our current project across the finish line. In this role, you will work within an established pipeline to render and capture polished 3D UI art assets, populate in-game content systems, and contribute to late-stage UI work including icon creation and photo mode support. The ideal candidate is a self-sufficient, execution-focused 3D artist who thrives in a structured, sprint-driven environment, can hit the ground running within existing workflows, and brings the technical range to handle both rendering and hands-on asset production. Join us in creating legendary games with PlayStation. Responsibilities 3D Rendering & Asset Capture — Render and deliver final 3D UI art assets within the established capture pipeline, working efficiently within the proven loop already in place. Adapt and apply art direction as it is refined throughout production Detail Authoring in Substance — Use Substance Painter and/or Substance Designer to add surface detail, material refinement, and finishing passes to 3D assets in support of the visual target Codex Image Population — Capture and deliver in-game images for all Codex categories, including Gear, Bestiary entries, and Codex Category Thumbnails, ensuring consistency of framing, lighting, and presentation across all entries Test Bed Image Capture — Operate within an in-engine test bed environment to capture game images for UI integration, maintaining technical quality and visual consistency throughout Icon Production — Create and refine UI icons across relevant game systems, maintaining visual coherence with established style and quality standards Photo Mode UI Support — Contribute UI art assets and support visual polish work related to the game's photo mode feature. Requirements 4+ years of professional experience in 3D art for games, with a focus on UI, rendering, or real-time asset production on console or PC titles At least one shipped AAA game credit in a 3D art or UI art capacity Strong proficiency in Substance Painter and/or Substance Designer for material authoring and detail addition Demonstrated experience with 3D rendering workflows and in-engine asset capture, including familiarity with lighting setups, camera framing, and render pass organization Experience working within established pipelines and capture loops, with the ability to onboard quickly and execute with minimal ramp-up time Solid understanding of UI art standards, including icon design principles, image framing for UI contexts, and asset organization Strong ability to work independently, self-prioritize, and deliver high-quality assets consistently within a fast-moving, deadline-driven environment Proficiency in Maya, Adobe Photoshop, and standard DCC tools for post-processing and asset prep Preferred Experience Prior experience populating in-game content databases or encyclopedic systems (e.g., bestiary, codex, inventory) with rendered or captured imagery Familiarity with photo mode UI systems and the asset considerations unique to that feature space Experience with icon design and light visual development within a defined art direction Comfort working with Art Directors and Leads in an iterative feedback loop, incorporating direction quickly and adapting to evolving creative decisions late in production Background working on narrative-driven AAA titles with high visual fidelity standards
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