Principal Character Artist

About One Man Studio

We partner with major AAA teams to ship real-time content. Senior, hands-on, fully remote.

The Role

Be the craft authority for character finishing. Take client-approved character proxies and drive them to final, game-ready assets at AAA shipping quality. You’ll work across 3 character pods, solve the hardest problems, set techniques and benchmarks, and mentor seniors while partnering with the Lead 3D Artist and client art leadership.

What You’ll Do
  • Own character quality: Define the bar for anatomy, proportions, edge flow, deformation, materials, and presentation.

  • Finish to final: Retopo/UV, HP→LP bakes, texture/material lookdev, shader setup, LODs, and in-engine validation (Unreal).

  • Deformation-ready models: Build topology that survives extreme poses; guide skin weighting handoff and corrective solutions.

  • Hair & cloth: Establish workflows for grooms (XGen/Groom plugins) and cloth (Marvelous Designer) with efficient in-engine results.

  • Materials/PBR: Create calibrated skin/eyes/hair/fabric stacks; ensure consistent texel density and material budgets.

  • Performance: Hit memory/tri/material/texture budgets; define LOD strategy and streaming requirements for characters.

  • Reviews & mentorship: Run redlines/paintovers, unblock seniors/mids, and raise first-pass acceptance across pods.

  • Tooling & pipeline: Shape Painter/Designer templates, baking presets, validation checklists, and batch processes with Tech Art.

  • Client partner: Join reviews, translate feedback into concrete changes, and propose solutions that protect scope and quality.

  • Presentation: Prepare turntables, breakdowns, and in-engine captures for approvals.

Requirements
  • 8+ years in real-time character art; shipped at least one AA/AAA title with notable character ownership.

  • Expert in Maya (or Blender/Max), ZBrush, Substance 3D Painter/Designer, Photoshop; clean retopo/UV/bake fundamentals.

  • Strong Unreal Engine integration: materials/master instances, LODs, physics/collisions where needed, and in-editor validation.

  • Proven excellence in anatomy, deformation-aware topology, and character lookdev (skin/eyes/hair/fabric).

  • Track record of raising the bar through critique, mentorship, and hands-on problem solving in production.

  • Clear, direct communicator in a remote, multi-time-zone team.

Nice to Have
  • Facial topology and blendshape literacy; collaboration with rigging for face/body correctives.

  • Hair grooming (XGen/Grooms), Marvelous Designer, scan/photogrammetry cleanup.

  • Marmoset Toolbag, SpeedTree (for accessories), Houdini for utility ops.

  • Scripting for workflow (Python/MEL/Blueprint utilities); ShotGrid/Jira familiarity.

Portfolio

Show final, game-ready characters with succinct breakdowns: wireframes, map sets, tri counts, texel density notes, LODs, and in-engine captures (skin/eye/hair close-ups). If we can’t see process and results, we can’t assess.

What Success Looks Like
  • First-pass approvals consistently high on client reviews.

  • Characters meet visual targets and performance budgets without emergency rework.

  • Seniors/mids produce predictably shippable results using your workflows.

Job Type: Full Time
Job Location: Fully Remote

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