Role Description
We are seeking a
Senior Technical 3D Character Artist
who specializes in character pipelines and animations, with a cartoonistβs comedic timing and a systems-first mindset.
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Architect our character pipeline from the ground up.
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Build a scalable, modular character system:
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Design plug-and-play facial features.
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Create swappable clothing kits.
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Develop a unified rig that lets code drive endless distinct NPCs.
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Prioritize bold silhouettes and comedic physicality, extreme emotional states, physical impairment, and chaotic meltdowns instantly readable in first person.
Key Responsibilities
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Modular Character Pipeline:
Model, texture, and rig a stylized, low-poly character kit with modular heads, socketed facial features, and swappable clothing that read clearly across extreme states (drunkenness, rage, distress) and across actions.
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Master Rigging & Retargeting:
Build and maintain a unified humanoid skeleton with standardized attachment sockets (hands, eyes, accessories, seats) to share animations seamlessly across all roles.
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Smart Objects & Environments:
Model modular furniture, stages, and props adhering strictly to interaction metrics, snap grids, and navmesh constraints.
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Unity Integration:
Configure character prefabs, Mecanim, rigging, animation states.
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Visual Direction:
Establish character style, master visual language across the game.
Qualifications
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Artistic & Design Sense:
Strong grasp of silhouette, exaggerated postures, and physical slapstick (Schedule I, The Sims). Favor punchy readability over photorealism.
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Systemic Thinking:
Experience designing reusable, modular kits meant to be mixed and matched hundreds of times.
Requirements
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Full Stylized 3D Pipeline:
End-to-end expertise in Blender (or equivalent) for low-poly modeling, texturing, rigging, and skinning with clean optimization.
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Deep Unity Proficiency:
Direct experience setting up Humanoid Avatars, Prefabs, Animator Controllers, and collision hulls.
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Sockets & Retargeting:
Proven workflow for modular prop attachment, socket hierarchies, and retargeting shared animations across varied body types.
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Code based animations:
Unity C# scripting for procedural animation/IK, animation blending, target tracking, and more.
How to Apply
Please submit your resume and portfolio link.
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Portfolio Priorities:
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In-engine captures of stylized/low-poly characters in motion with distinct silhouettes.
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Rigging and animation samples showing comedic timing and clean skinning.
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Modular workflows (customization kits, swappable parts, grid-based props).