Role

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.

Middle / SeniorFull-time or contractRemote
Role

What the work is

Responsibilities
  • 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.
Requirements
  • 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.
Nice to have
  • 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

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.

Apply for this role
Send a portfolio link and a few words about the weapons you want to build.
Send application
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