About One Man Studio
We partner with major AAA teams to ship real-time content. Senior, hands-on, fully remote.
The Role
Finish client-approved character proxies into final, game-ready assets at AAA shipping quality. You’ll be a key producer within one of the character pods, working closely with the Principal Character Artist and Lead 3D Artist to hit visual and performance targets, on time.
What You’ll Do
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Finish to final: Retopo/UVs, HP→LP bakes, texturing/materials, shader hookup, LODs, and in-engine validation (Unreal).
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Deformation-aware modeling: Clean edge flow for joints and face; prep for skin weighting and correctives.
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Lookdev: Build calibrated PBR stacks for skin/eyes/hair/fabric; maintain texel density and material budgets.
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Reviews: Take concise notes, iterate fast, and raise first-pass approval rates; provide paintovers/feedback to mids/juniors.
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Performance: Keep tri/memory/material counts within targets; define sensible LODs and streaming behavior.
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Collaboration: Partner with rigging, tech art, and animation to unblock issues and keep assets integration-ready.
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Quality control: Follow the Finishing Bible (naming, hygiene, metrics) and contribute improvements.
Requirements
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5+ years in real-time character art with at least one shipped AA/AAA title or equivalent live product.
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Strong in Maya (or Blender/Max), ZBrush, Substance 3D Painter/Designer, Photoshop.
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Proven PBR fundamentals: clean topology, disciplined UVs, reliable bakes, consistent texel density.
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Comfortable integrating and troubleshooting in Unreal Engine (materials/master instances, LODs, collisions).
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Solid eye for anatomy, proportion, silhouette, and read.
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Clear communicator; reliable in a remote, multi-time-zone setup.
Nice to Have
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Hair grooms (XGen/Groom tools), Marvelous Designer for cloth, scan/photogrammetry cleanup.
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Marmoset Toolbag, Houdini utilities, basic scripting (Python/MEL/Blueprint).
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ShotGrid/Jira familiarity and outsource/vendor collaboration.
Portfolio
Show final, game-ready characters with brief 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
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High first-pass approvals and predictable delivery.
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Characters meeting visual and performance targets with minimal rework.
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Peers benefit from your feedback and adopt your workflows.
