Weapon Artist
We are looking for a Weapon Artist to join a team that makes weapons, attachments and gear for AAA and AA projects. The role covers the full asset cycle — from reference breakdown to sign-off in engine — inside the art direction and the technical requirements of the project.
What the work is
- The full weapon asset cycle: reference analysis, high-poly modelling, game topology, UVs, bakes, materials.
- Splitting the model into functional groups for animation, with correct hierarchy and pivots.
- Designing a modular attachment system: shared mounting points for sights, grips, suppressors and tactical accessories.
- Technical requirements of the project: poly budgets, material count, texture resolution, LOD scheme.
- Sign-off in a first-person view: silhouette, detail readability, how materials behave under different lighting.
- Working with the art lead and neighbouring departments, tracking tasks and meeting deadlines.
- Three years or more in game production with a focus on hard-surface.
- An understanding of how a weapon is built: how the parts connect and how they move.
- PBR materials: metals, bluing, polymers, wood, wear that follows how the weapon was used.
- A close-range weapon 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 the technical limits of the project.
- Shooters or tactical projects.
- An understanding of the animator's needs around pivots and hierarchy.
- Skins, camouflage and customisation systems.
- Procedural and custom smart materials.
- Work with scans and high-resolution photo reference.
Questions about the role
Do I need weapon experience specifically?
Yes, at least one finished model in the portfolio. General hard-surface does not cover it: the mechanics have to make sense.
How important is historical accuracy?
It depends on the project. More often we need a recognisable prototype with altered details.
Who animates the weapon?
The project animator. From you: correct hierarchy, pivots and a breakdown into moving parts.
What is the poly budget?
The project sets it. Showing that you can distribute density for close range matters more than chasing a number.
Do you consider Middle?
Yes, if the portfolio holds up.
Is the role remote?
Yes, fully.