Shape immersive characters and worlds as a 3D Character Artist on a project basis. You'll work hand-in-hand with animators and multidisciplinary artists to develop visually compelling characters, environments, and props that meet both creative and technical standards.
What You’ll Do
- Design and produce 3D models and textures for characters, environments, and in-game props
- Ensure assets are modeled efficiently and match the established aesthetic of the project
- Integrate graphic assets into the game engine with attention to performance and style consistency
- Collaborate with internal teams and clients to define project scope, timelines, and creative direction
- Contribute to brainstorming sessions to refine workflows and creative approaches
What We’re Looking For
- Degree in art or related field
- Minimum of five years in game development, with a focus on modeling and texturing
- Proficiency in 3ds Max or Maya, Unreal Engine, and Metahuman
- Proven ability to create characters across a range of styles—from realistic to stylized
- Strong skills in UV layout, hand-painted texturing, and material creation
- Experience crafting consistent blend shapes while adhering to project style
- Ability to quickly prototype block-out models for early development
- Clear communication with concept artists, art directors, designers, and production teams
Nice to Have
- Familiarity with rigging and skinning workflows
- Basic animation experience
Technical Environment
Tools include 3ds Max, Maya, Unreal Engine, and Metahuman.
Compensation & Collaboration
Project-based pay is competitive and based on scope. You’ll receive transparent feedback and support throughout the project lifecycle. There’s also potential for ongoing collaboration on future initiatives, with flexibility built into timelines and deliverables.
Our Approach
We focus on delivering exceptional results by fostering teamwork, open communication, and continuous improvement. Every contributor plays a key role in refining our process and raising the quality of our work.