Role
What the work is
Responsibilities
- The full prop cycle: reference breakdown, high-poly modelling, game topology, UVs, bakes, materials.
- Hero objects for close range and background fill for wide shots — different detail density, different budgets.
- Modularity and reuse: sets that build a whole level, not a single shot.
- Technical requirements of the project: poly budgets, texel density, material count, LOD scheme.
- Sign-off in engine: silhouette, readability, how materials behave under different lighting.
- Clean naming and clean scenes on delivery — the client's team picks it up without questions.
Requirements
- Three years or more in game production on props and hard-surface.
- Game-ready objects in the portfolio, not just renders.
- PBR materials: metal, wood, fabric, plastic, wear that follows how the object was used.
- Working to a given art direction and staying inside technical limits.
- Wireframes and UVs in the portfolio, or the option to walk us through them on a call.
Nice to have
- Scan and photogrammetry work.
- Your own smart materials and procedural sets.
- Projects with a large asset count.
- An understanding of the animator's needs around moving parts and pivots.
- Sculpting: stone, wood, metal, fabric.
Questions
Questions about the role
Do I need scan experience?
Not required, but we do work with scans — it counts in your favour.
Who sets the poly and texture budgets?
The project. Showing that you can distribute density matters more than chasing a number.
Do you consider Middle?
Yes, if the portfolio holds up.
Is the test task paid?
Yes. Every stage we accept is paid.
Is the role remote?
Yes, fully.
Apply for this role
Send a portfolio link and a few words about the objects you want to build.
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