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 weapon/prop proxies into final, game-ready assets at AAA shipping quality. You’ll be a key contributor within a character pod, owning hard-surface craft, materials, and in-engine integration for first- and third-person readability. Work closely with the Lead 3D Artist and Principals to hit visual and performance targets—on time.
What You’ll Do
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Finish to final: High/low poly, retopo/UVs, baking, texturing/material lookdev, decals/trim usage, LODs, and Unreal integration.
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Hard-surface excellence: Clean topology, smart bevels, consistent scale/measure, and crisp detail that survives LODs and camera distance.
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Materials/PBR: Build calibrated metal/rough stacks; believable wear, edge break, dirt, and roughness variation without noise.
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First-person readiness: Author geo and materials that hold up at arm’s length; manage spec/rough microdetail, fingerprints, and surface breakup.
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Animation-ready assets: Prep sockets, pivots, and moving parts (magazines, slides, latches); hand off cleanly to rigging/animation.
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Gameplay integration: Set collisions, sockets, and simple Blueprint hookups; validate muzzle/FX, tracers, shell ejection, and reload states with VFX/Design.
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Performance: Keep tri/material/texture counts within budgets; define sensible LODs and streaming behavior.
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Reviews: Take concise notes, iterate quickly, provide paintovers/feedback to mids/juniors, and raise first-pass approvals.
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Pipeline: Follow the Finishing Bible (naming, hygiene, metrics) and contribute templates/presets that speed the pod.
Requirements
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5+ years in real-time weapons/props 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; reliable bakes and disciplined UVs/texel density.
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Proven hard-surface chops and tasteful wear/damage execution.
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Comfortable integrating and troubleshooting in Unreal Engine (materials/master instances, LODs, collisions, sockets).
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Clear communicator; reliable in a remote, multi-time-zone setup.
Nice to Have
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First-person weapon specialization (sight alignment, parallax awareness, hand-IK considerations).
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Marmoset Toolbag, CAD/boolean workflows, trim/atlas authoring, decal sheet creation.
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Photogrammetry cleanup, Houdini utilities, basic scripting (Python/MEL/Blueprint).
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ShotGrid/Jira familiarity and outsource/vendor collaboration.
Portfolio
Show final, game-ready weapons/props with succinct breakdowns: HP/LP, wireframes, map sets, tri counts, texel density notes, LODs, and in-engine captures (first-person close-ups where relevant). 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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Assets meet visual and performance targets without late rework.
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Other artists adopt your workflows and speed up as a result.
