TL;DR
Lead 3D Artist (Gamedev): Leading character and environment art pods to produce AAA shipping quality assets for real-time games with an accent on PBR texturing/materials, LODs, and collision/lightmap creation. Focus on maintaining consistent output, managing asset pipelines in Unreal Engine, and serving as the primary art contact for the client.
Location: Fully Remote
Company
We partner with major AAA teams to ship real-time content.
What you will do
- Lead pods by assigning work, unblocking artists, and ensuring consistent cadence and quality across character and environment assets.
- Finish assets, including topology/UV cleanup, baking, PBR texturing/materials, LODs, and collisions/lightmaps.
- Conduct reviews, providing concise notes/paintovers, and driving assets through the Blockout → HP/LP → Bake → Texture → In-Engine → Final gates.
- Perform in-engine checks in Unreal to validate materials/master instancing, scale, LODs, and performance.
- Manage budgets and performance by adhering to tri/material/texture/memory targets and overseeing LOD strategy.
- Serve as the client interface to gather feedback, control scope, and proactively surface risks with proposed solutions.
Requirements
- 7+ years in real-time 3D art; 2+ years leading artists or pods.
- Shipped at least one AA/AAA project in a lead/key capacity.
- Proficient in Maya (or Blender/Max), ZBrush, Substance 3D; solid PBR fundamentals.
- Confident in integrating and troubleshooting within Unreal Engine.
- Clear, direct communicator; reliable in a remote setup and across time zones.
Nice to have
- Depth in character finishing (deformation-aware topology/skin weighting literacy) or environment finishing (modularity, trim sheets, foliage).
- Tooling/scripting (Python/MEL/Blueprint utilities), SpeedTree, Houdini, Marmoset.
- Experience with ShotGrid/Jira and vendor/outsource workflows.
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