Role
What the work is
Responsibilities
- The full vehicle cycle: blueprints and reference breakdown, SubD modelling, game topology, UVs, bakes, materials.
- Splitting the vehicle into functional groups for animation: wheels, suspension, doors, mechanisms — correct hierarchy and pivots.
- PBR materials for machinery: paint and clear coat, glass, chrome, rubber, wear that follows how the vehicle was used.
- Technical requirements of the project: poly budgets, LOD scheme, material count.
- Sign-off in engine: silhouette, reflections and highlights, how materials behave under different lighting.
Requirements
- Three years or more in game production with a focus on vehicles and hard-surface.
- Confident SubD modelling and a clean mesh on difficult transitions.
- Reading blueprints and working with CAD data.
- A vehicle portfolio: wireframe, UVs, renders from several angles, or the option to walk us through them on a call.
- Working to someone else's art direction and staying inside technical limits.
Nice to have
- An understanding of the animator's needs around pivots and hierarchy.
- Projects about machinery: off-road, special-purpose, construction and military vehicles.
- Procedural and custom smart materials.
- Work with scans and high-resolution photo reference.
Questions
Questions about the role
What do you look at first in a portfolio?
A clean mesh on difficult transitions, and how the vehicle holds its form up close.
Who animates wheels and suspension?
The project animator. From you: correct hierarchy, pivots and a breakdown into moving parts.
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.
Is the role remote?
Yes, fully.
Apply for this role
Send a portfolio link and a few words about the machinery you want to build.
Other roles
Open roles
Environment Artist
Modular kits and structures for AAA worlds, from block-in to engine.
Middle / Senior
Prop Artist
Hero props and set pieces players remember, modelled and textured to ship.
Middle / Senior
Weapon Artist
Weapons and attachments players hold on screen for hours. Detail is the job.
Middle / Senior
Character Artist
High-poly sculpting of bodies, gear and creatures, anatomy first.
Senior
Concept Artist
Environments, objects and gear: from the search for a form to detailed art.
Middle / Senior