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Custom MetaHuman Character Artist / Technical Character Artist - UE5 (remote)

Hit Box Games LLC

Zdalna
  • Praca zdalna

What are you working on?
  • The name of the project(s): Unannounced rock-horror story-driven game
  • At what stage of the project(s)? Prototype / Vertical Slice
  • Genres: Action, Adventure
  • Platforms: PC, Console

We are a small independent game team building an unannounced rock-horror story-driven game in Unreal Engine 5.

The project sits at the intersection of games, horror, cinematic storytelling, and rock / metal culture. We are currently building a focused prototype / vertical slice, so the work is practical, hands-on, and visible quickly in the build.

For this role, the main appeal is the character pipeline. We are creating custom stylized-realistic characters, not generic default MetaHumans, while using a MetaHuman-compatible Unreal workflow for body animation, facial animation, mocap, Control Rig, Sequencer, and technical handoff. This is a good fit for artists who want to combine strong character art with real UE5 / MetaHuman production work.

The team is small, so good work has direct impact on the look and quality of the project. You will work directly with the project leads, with fast feedback, clear short-term goals, and a paid test before committing to larger work.

We keep scope realistic for a vertical slice and use remote freelance collaboration. If the test goes well, there is room to continue on character production and help define a repeatable pipeline for future characters.

Team size and structure?

Small independent team with project leads, writer/story support, Unreal development support, character art, and external freelancers/studios as needed

For which tasks (responsibilities)?

Help create custom stylized-realistic characters for a UE5 rock-horror vertical slice, using a custom art + MetaHuman-compatible character pipeline.

Tasks:

  • Create or adapt custom human characters matching the project's stylized-realistic direction.

  • Deliver or work with high-poly sculpt, clean game-ready mesh, retopology, UVs, baked maps, textures/materials, clothing, accessories, and hair.

  • Build stylized mesh/card hair or equivalent custom hair geometry instead of relying only on standard MetaHuman grooms.

  • Prepare clean, readable textures/materials suitable for a graphic / comic / cel-shaded look.

  • Prepare source meshes that can be used as visual targets for MetaHuman-compatible fitting/conforming workflows.

  • Support or own custom mesh to MetaHuman-compatible body/face setup where possible.

  • Prepare clothing, hair, shoes, and accessories as separate custom meshes suitable for the MetaHuman body skeleton.

  • Keep characters practical for body animation, facial animation, mocap, Control Rig, Sequencer, Live Link / ARKit-style workflows, and Unreal handoff.

  • Check topology, mesh separation, pose, scale, UVs, materials, skinning/deformation risks, and clothing/hair issues.

  • Work with character artists, animators, and Unreal developers when some parts need separate support.

  • Give clear notes about what is ready, what is risky, and what still needs another specialist.

What kind of professional are we looking for?

Required:

  • Strong custom 3D character art portfolio.

  • Game-ready human character production experience.

  • Sculpting, retopology, UVs, baking, textures, materials, clothing, accessories, and hair workflow.

  • Rig-ready topology and animation-handoff awareness.

  • Unreal Engine character asset experience.

  • Practical MetaHuman-compatible workflow experience: custom MetaHuman, Mesh to MetaHuman, UE5 MetaHuman Character From Custom Mesh, MetaHuman Identity, or similar.

  • Ability to work with custom stylized-realistic characters, not only default MetaHuman presets.

Strong plus:

  • MetaHuman DNA, MetaHuman for Maya, DNA Calibration, or related tools.

  • MetaHuman Animator, Live Link Face, ARKit blendshapes, or facial capture workflow.

  • Control Rig, Face Control Board, Sequencer, or cinematic character setup.

  • FaceForm, Wrap3D / R3DS Wrap, ZWrap, Character Creator, or similar fitting/wrapping tools.

  • Clothing as skeletal mesh or conformable wardrobe asset.

  • Skinning and deformation checks.

  • Mesh/card hair, XGen, groom binding, or groom troubleshooting.

  • Stylized material/texture workflows for toon, comic, cel-shaded, or graphic real-time rendering.

What is important for us in a person?

  • Clear practical communication.

  • Honest about which parts of the pipeline you can personally own.

  • Good style-matching judgment.

  • Comfortable with feedback and iteration.

  • Able to explain technical risks in simple production terms.

  • Practical about prototype / vertical slice constraints.

  • Reliable with updates and delivery.

Why do we enjoy working here?

  • Work on custom rock-horror characters, not generic assets.

  • Help define a repeatable UE5 / MetaHuman-compatible character pipeline for an early-stage project.

  • Direct impact on the visual quality of the main characters and the vertical slice.

  • Close collaboration with project leads and fast feedback.

  • Practical, focused production goals instead of corporate overhead.

  • Opportunity to combine strong character art with real Unreal Engine / MetaHuman pipeline work.

  • If the paid test goes well, there is room to continue on character production and pipeline support.

What are the conditions and bonuses?

  • Remote work.

  • Freelance / contract setup.

  • Flexible schedule by agreement.

  • Short paid test first.

  • Work on custom rock-horror characters, not generic assets.

  • Help define the repeatable character pipeline for an early-stage UE5 project.

The selection process

  1. Portfolio and technical example review.

  2. Short message exchange or call.

  3. Small paid style / technical-readiness test.

  4. Continue with one character or pipeline support if the test fits.

Oferta pracy dodana 1 dzień temu