Role
What the work is
Responsibilities
- High-poly sculpting: bodies, heads, clothing, gear, creatures.
- Retopology and UVs for game-ready delivery: topology that survives deformation.
- Bakes and PBR materials: skin, fabric, the leather and metal of gear, wear that follows use.
- Clothing and soft fabrics in Marvelous Designer, refined in the sculpt afterwards.
- Preparing the model for rigging: correct density where it bends, clean scenes, readable naming.
- Sign-off in engine: silhouette, readability at gameplay distance, how materials behave.
Requirements
- Three years or more in game production on characters.
- Anatomy at the core: proportion, volume, recognisable forms.
- Confident ZBrush and clean topology for deformation.
- PBR materials, and an understanding of how a character reads in engine, not only in a render.
- A portfolio with sculpts and game-ready models: wireframe, UVs, engine shots, or the option to walk us through them on a call.
- Working to someone else's art direction.
Nice to have
- Creatures.
- Hair and fur grooming.
- Heavy gear and armour.
- Your own smart materials and procedural sets.
- An understanding of what riggers and animators need.
Questions
Questions about the role
Does the role include rigging and animation?
No. From you: the sculpt and a game-ready model with topology that survives deformation.
Are creatures part of the role?
Yes: bodies, gear and creatures.
What is the employment type?
Freelance or contract, remote.
What matters more, anatomy or materials?
Anatomy. Materials can be brought up; mistakes in the forms cannot.
Do you consider Middle?
This role needs a Senior. You are still welcome to try.
Is the test task paid?
Yes. Every stage we accept is paid.
Apply for this role
Send a portfolio link and a few words about the characters you want to build.
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