About the role
Translate an established visual direction into characters that remain expressive in the game camera. Shape anatomy, costume and material detail around the character's role in the world, from a knight's worn bronze armour to the distinctive forms of an unfamiliar creature. Work closely with concept artists, rigging and animation so an appealing model can also move and perform. Your focus is character form, surfacing and production readiness; the animator owns the timing and performance of the resulting movement.
What you will do
- Develop high-quality character sculpts and production meshes that preserve the approved silhouette and personality.
- Create UV layouts, textures and materials with deliberate wear, consistent scale and readable value separation.
- Prepare topology and deformation-friendly forms in collaboration with rigging and animation.
- Review characters in representative lighting and camera distances rather than relying only on presentation renders.
- Document asset organisation, material choices and handoff requirements so another team member can continue the work.
What you will bring
- A character portfolio showing finished work alongside sculpt, topology, texture and material breakdowns.
- Strong anatomy, proportion and costume judgement, with an ability to follow an existing art direction.
- Practical understanding of real-time asset constraints, deformation and physically based material workflows.
- The ability to use feedback constructively and explain the visual purpose behind a modelling or surfacing decision.
What to include in your portfolio
Choose two or three characters and include close details, a full silhouette and an in-engine view. Show wireframes and texture breakdowns, identify any supplied concept or shared assets, and explain what you personally created.