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3d character artist / character modeler (remote)

Hit Box Games LLC
Model
Inserat online seit: 17 Mai
Beschreibung

What are you working on?

* The name of the project(s): Unannounced rock-horror story-driven game
* At what stage of the project(s)? Early prototype. Story and vision are defined, but core art, characters, animation, and UE5 vertical slice are still being built.
* Genres: Action, Adventure
* Platforms: PC, Console

We are a small independent game team building an unannounced rock-horror story-driven game in Unreal Engine 5.

The project sits at the intersection of games, horror, and rock / metal culture, with creative input from world-class music talent.

The project is currently in prototype / vertical slice stage. This means the work is practical, hands-on, and visible quickly in the build. We are looking for people who like early-stage projects, can work from rough direction, and can help turn a prototype into a stronger pitch demo.

You will work directly with the project leads, with fast feedback and clear short-term goals. The team is small, so good work has real impact.


For which tasks (responsibilities)?

Target:

Help create game-ready 3D characters for an unannounced rock-horror story-driven game in Unreal Engine 5.

The project has an existing lead character art direction. The style is stylized-realistic: believable anatomy and clothing, slightly pushed shapes, strong silhouette, and a comic / cinematic horror feel.

Tasks:

* Create or finish 3D character models that match the provided style reference.

* Work from concept art, proxy sculpts, AI-assisted references, written notes, and feedback.

* Model humanoid and creature / demon-style characters.

* Build readable anatomy, faces, hair, hands, clothing folds, boots, belts, jewelry, tattoos, and accessories.

* Prepare clean high-poly and game-ready low-poly character assets where needed.

* Create UVs, textures, and material-ready assets suitable for Unreal Engine 5.

* Keep characters practical for rigging, animation, mocap, and possible MetaHuman-compatible workflows.

* Give short practical notes when a model, reference, or design may cause rigging or animation problems.

* Keep scope realistic for a prototype / vertical slice.


What kind of professional are we looking for?

Strong 3D character art portfolio.

Ability to match an existing stylized-realistic character style.

Strong anatomy, face, hair, clothing, and material-form judgment.

Game-ready character asset experience.

Clean topology, UV, texture, and export workflow.

Comfortable working from rough references and incomplete early-stage direction.

ZBrush, Blender, Maya, 3ds Max, Substance Painter, Marvelous Designer, Marmoset, Unreal Engine, or similar tools.


Nice to have:

* Unreal Engine 5 character asset experience.

* Horror, cinematic, dark fantasy, comic-inspired, or third-person game experience.

* Creature, demon, monster, or transformation character work.

* Experience preparing characters for rigging and animation.

* Experience with MetaHuman-compatible or Unreal-friendly character pipelines.

* Rock / metal / subculture fashion sensitivity.


What is important for us in a person?

* Good style-matching judgment.

* Clear communication.

* Comfortable with feedback and revisions.

* Practical about prototype constraints.

* Able to explain risks without overcomplicating them.

* Reliable with updates and delivery.


Why do we enjoy working here?

* Help define the character look of an early-stage Unreal project.

* Work on stylized horror / rock-culture characters, not generic assets.

* Direct feedback from project leads.

* Good portfolio material if the trial goes well.


What are the conditions and bonuses?

* Remote work.

* Freelance / contract setup.

* Short paid trial task first.

* Flexible schedule by agreement.


The selection process

1. Send portfolio with notes on what you personally made.

2. Short intro call or message exchange.

3. Small paid style-match or production-readiness trial.

4. Continue on vertical slice character work if the trial fits.

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