Senior Weapons & Prop artist

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
  • Finish to final: High/low poly, retopo/UVs, baking, texturing/material lookdev, decals/trim usage, LODs, and Unreal integration.

  • Hard-surface excellence: Clean topology, smart bevels, consistent scale/measure, and crisp detail that survives LODs and camera distance.

  • Materials/PBR: Build calibrated metal/rough stacks; believable wear, edge break, dirt, and roughness variation without noise.

  • First-person readiness: Author geo and materials that hold up at arm’s length; manage spec/rough microdetail, fingerprints, and surface breakup.

  • Animation-ready assets: Prep sockets, pivots, and moving parts (magazines, slides, latches); hand off cleanly to rigging/animation.

  • Gameplay integration: Set collisions, sockets, and simple Blueprint hookups; validate muzzle/FX, tracers, shell ejection, and reload states with VFX/Design.

  • Performance: Keep tri/material/texture counts within budgets; define sensible LODs and streaming behavior.

  • Reviews: Take concise notes, iterate quickly, provide paintovers/feedback to mids/juniors, and raise first-pass approvals.

  • Pipeline: Follow the Finishing Bible (naming, hygiene, metrics) and contribute templates/presets that speed the pod.

Requirements
  • 5+ years in real-time weapons/props art with at least one shipped AA/AAA title or equivalent live product.

  • Strong in Maya (or Blender/Max), ZBrush, Substance 3D Painter/Designer, Photoshop; reliable bakes and disciplined UVs/texel density.

  • Proven hard-surface chops and tasteful wear/damage execution.

  • Comfortable integrating and troubleshooting in Unreal Engine (materials/master instances, LODs, collisions, sockets).

  • Clear communicator; reliable in a remote, multi-time-zone setup.

Nice to Have
  • First-person weapon specialization (sight alignment, parallax awareness, hand-IK considerations).

  • Marmoset Toolbag, CAD/boolean workflows, trim/atlas authoring, decal sheet creation.

  • Photogrammetry cleanup, Houdini utilities, basic scripting (Python/MEL/Blueprint).

  • 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
  • High first-pass approvals and predictable delivery.

  • Assets meet visual and performance targets without late rework.

  • Other artists adopt your workflows and speed up as a result.

Job Type: Full Time
Job Location: Fully Remote
Holidays: Bank holidays Full Annual leave entitlement

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