How to Get Hired at VOLMI

Kyiv, Ukraine · Virtuos Group · AAA Co-Development

How to Get Hired at VOLMI

A complete guide to game art roles at VOLMI, a Virtuos Group studio specialising in environment, character, vegetation, and level art for AAA publishers. Covers art style, hiring process, salary ranges, and portfolio requirements.

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Studio at a Glance

Founded
2012
HQ
Kyiv, Ukraine
Parent Studio
Virtuos Group
Focus
AAA Environment & Character Art
Key Clients
EA · Ubisoft · 2K Games
Process Length
2–4 weeks average

Art Style by Specialisation

Open World Environments

  • Large-scale outdoor environments with real-time foliage systems
  • Modular asset pipelines designed for world-building efficiency
  • Emphasis on LOD chains, atlasing, and draw call optimisation

Character Co-Development

  • Realistic AAA character work matching publisher visual targets
  • Stylized character co-dev for mobile and hybrid platforms
  • Full pipeline from high-poly sculpt to final in-engine presentation

Vegetation Specialisation

  • SpeedTree-based foliage for large open-world productions
  • Wind simulation, LOD chains, and ground cover atlasing
  • Performance-first approach for open-world streaming budgets

Level Art and Dressing

  • Asset placement, lighting passes, and environmental storytelling
  • Collaboration with publisher Level Design and Art Direction teams
  • Strong understanding of composition, readability, and scene staging

The Hiring Process

Application and Portfolio Submission

Apply through the Virtuos Group careers page or via direct VOLMI postings. Include a portfolio link with role-specific examples. A CV without a portfolio link is filtered at this stage.

Step 01

Recruiter or HR Screen

A short call to confirm your background, availability, and interest in co-development work. VOLMI often discusses remote work arrangements and tool proficiency at this stage.

Step 02

Art Test

Most mid-to-senior roles include a take-home test. Environment tests typically involve dressing a scene with provided assets. Character tests involve retopology or texturing a provided high-poly mesh. Tests usually take 6–12 hours.

Step 03

Portfolio Review with Art Lead

Walk through 3–5 portfolio pieces with the Art Lead and a senior artist. Expect questions on production decisions, poly budgets, and how you handle feedback from a publisher Art Director.

Step 04

Offer and Onboarding

Offers are in USD monthly. Onboarding for remote artists involves pipeline setup, access to project assets, and a trial period during which you shadow existing team members before moving to independent production tasks.

Step 05

Salary Ranges (USD / Month)

DisciplineMid LevelSeniorLead
3D Environment Art$1,200–$2,000$2,000–$3,200$3,200–$4,500+
3D Character Art$1,300–$2,200$2,200–$3,400$3,400–$4,800+
Vegetation / Level Art$1,000–$1,800$1,800–$2,800$2,800–$4,000+

Portfolio Tips by Discipline

3D Environment Artists

  • Show a full scene with breakdown: hero prop, tiling textures, LODs
  • Include real-time presentation in UE5 with lighting
  • Demonstrate modular kit construction logic
  • Include atlasing and draw call notes in your breakdown

3D Character Artists

  • High-poly sculpt with clean retopo and final real-time render
  • Include face and hand close-ups at production quality
  • Show Substance Painter texturing process in your breakdown
  • Include both a realistic and stylized character if possible

Vegetation Artists

  • Show foliage card atlases, tree creation, and ground cover systems
  • Include a wind simulation and seasonal LOD breakdown
  • Demonstrate SpeedTree or equivalent proficiency
  • Show awareness of performance budgets for open-world scenes

Level Artists

  • Include a complete dressed scene showing blockout vs final pass
  • Demonstrate lighting, composition, and environmental storytelling
  • Show prop density variation and gameplay readability awareness
  • Reference open-world productions in your interview context

Application Volume and Competition

VOLMI receives a high volume of applications from artists across Eastern Europe and internationally. Co-development work requires fast ramp-up and minimal supervision. Artists who demonstrate clean, production-ready work that matches publisher quality targets are significantly more competitive than those showing only personal projects.

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Frequently Asked Questions

Is VOLMI a good studio to work at?

VOLMI is part of the Virtuos Group and offers stable AAA co-development work on major publisher titles. Artists gain experience on large-scale productions with structured pipelines and mentorship.

What does VOLMI pay environment artists?

VOLMI pays in USD monthly. Mid-level 3D Environment Artists earn approximately $1,200–$2,000/mo. Senior environment artists earn $2,000–$3,200/mo.

Does VOLMI hire remote artists?

Yes. VOLMI operates a remote/hybrid model. Many roles are open to artists based in Ukraine and internationally.

What software does VOLMI use?

VOLMI artists primarily use Maya, ZBrush, Substance 3D Painter, and Marvelous Designer. Projects run in Unreal Engine 5. Vegetation work uses SpeedTree.

How do I get a job at VOLMI?

Apply through the Virtuos Group careers page or track VOLMI openings via ArtBlast at artblast.co/subscribe. Strong environment or character portfolios with AAA production quality are required.

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