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.