One Man Studio is hiring

Principal Character Artist

Senior
Full-time
Remote Work

We partner with major AAA teams to ship real-time content. Senior, hands-on, fully remote.


The Role

Be the craft authority for character finishing. Take client-approved character proxies and drive them to final, game-ready assets at AAA shipping quality. You’ll work across 3 character pods, solve the hardest problems, set techniques and benchmarks, and mentor seniors while partnering with the Lead 3D Artist and client art leadership.


What You’ll Do

  • Own character quality: Define the bar for anatomy, proportions, edge flow, deformation, materials, and presentation.
  • Finish to final: Retopo/UV, HP→LP bakes, texture/material lookdev, shader setup, LODs, and in-engine validation (Unreal).
  • Deformation-ready models: Build topology that survives extreme poses; guide skin weighting handoff and corrective solutions.
  • Hair & cloth: Establish workflows for grooms (XGen/Groom plugins) and cloth (Marvelous Designer) with efficient in-engine results.
  • Materials/PBR: Create calibrated skin/eyes/hair/fabric stacks; ensure consistent texel density and material budgets.
  • Performance: Hit memory/tri/material/texture budgets; define LOD strategy and streaming requirements for characters.
  • Reviews & mentorship: Run redlines/paintovers, unblock seniors/mids, and raise first-pass acceptance across pods.
  • Tooling & pipeline: Shape Painter/Designer templates, baking presets, validation checklists, and batch processes with Tech Art.
  • Client partner: Join reviews, translate feedback into concrete changes, and propose solutions that protect scope and quality.
  • Presentation: Prepare turntables, breakdowns, and in-engine captures for approvals.


Requirements

  • 8+ years in real-time character art; shipped at least one AA/AAA title with notable character ownership.
  • Expert in Maya (or Blender/Max), ZBrush, Substance 3D Painter/Designer, Photoshop; clean retopo/UV/bake fundamentals.
  • Strong Unreal Engine integration: materials/master instances, LODs, physics/collisions where needed, and in-editor validation.
  • Proven excellence in anatomy, deformation-aware topology, and character lookdev (skin/eyes/hair/fabric).
  • Track record of raising the bar through critique, mentorship, and hands-on problem solving in production.
  • Clear, direct communicator in a remote, multi-time-zone team.


Nice to Have

  • Facial topology and blendshape literacy; collaboration with rigging for face/body correctives.
  • Hair grooming (XGen/Grooms), Marvelous Designer, scan/photogrammetry cleanup.
  • Marmoset Toolbag, SpeedTree (for accessories), Houdini for utility ops.
  • Scripting for workflow (Python/MEL/Blueprint utilities); ShotGrid/Jira familiarity.


Portfolio

  • Show final, game-ready characters with succinct 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

  • First-pass approvals consistently high on client reviews.
  • Characters meet visual targets and performance budgets without emergency rework.
  • Seniors/mids produce predictably shippable results using your workflows.
Accepting Applications
5 more days
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