Senior Technical 3D Character Artist (Comedy)

Proxima

Oregon

Hybrid

USD 90,000 - 150,000

Full time

11 days ago

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Job summary

Proxima seeks a Senior Technical 3D Character Artist to architect a modular character system with swappable features and a production-ready rig. You will build scalable pipelines, enabling endless NPC variations while prioritizing bold silhouettes and comedic readability.

You will implement a unified rig, facial feature kits, and clothing kits; drive Unity-based animation and Mecanim workflows, ensuring consistent visual direction across the project.

Qualifications

  • End-to-end stylized 3D pipeline experience in Blender or equivalent.
  • Deep Unity proficiency with Humanoid Avatars, Prefabs and Animator Controllers.
  • Socket-based retargeting and modular prop/character attachments.

Responsibilities

  • Model, texture, and rig modular, stylized characters for clear readability in extreme states.
  • Build and maintain a unified humanoid rig with attachment sockets for shared animations.
  • Model modular props and environments with interaction constraints and navmesh compatibility.
  • Configure character prefabs and animation states in Unity; drive visual language.

Skills

Blender
Unity
Rigging
Animation scripting

Tools

Blender
Mecanim
Unity

Job description

Proxima StudioLocation: Remote / FlexibleRole Type: Full-Time Contract or Permanent

About Us

We are the indie team behind Suck Up!, where we turned goofy social deduction and conversational AI into pure comedic chaos (with over 200m views on YouTube). Now, we are building our next title: a management simulation that sits between the sandbox of The Sims and the chaotic/comedy of Schedule 1.We operate small, fast, and scrappy. We value creative ownership, rapid prototyping, and people who can establish a cohesive, signature visual language from the ground up.

The Role

We are seeking a Senior Technical 3D Character Artist who specialize in character pipelines and animations, with a cartoonist's comedic timing and a systems-first mindset.You will architect our character pipeline from the ground up. You will build a scalable, modular character system: designing plug-and-play facial features, swappable clothing kits, and a unified rig that lets code drive endless distinct NPCs. Your characters must prioritize bold silhouettes and comedic physicality, extreme emotional states, physical impairment, and chaotic meltdowns instantly readable in first person.

Key Responsibilities
  • Modular Character Pipeline: Model, texture, and rig a stylized, low-poly character kit with modular heads, socketed facial features, and swappable clothing that read clearly across extreme states (drunkenness, rage, distress) and across actions.
  • Master Rigging & Retargeting: Build and maintain a unified humanoid skeleton with standardized attachment sockets (hands, eyes, accessories, seats) to share animations seamlessly across all roles.
  • Smart Objects & Environments: Model modular furniture, stages, and props adhering strictly to interaction metrics, snap grids, and navmesh constraints.
  • Unity Integration: Configure character prefabs, Mecanim, rigging, animation states
  • Visual Direction: Establish character style, master visual language across the game
What We Are Looking For
Artistic & Design Sense
  • Cartoonist's Comedic Instinct: Strong grasp of silhouette, exaggerated postures, and physical slapstick (Schedule I, The Sims). You favor punchy readability over photorealism.
  • Systemic Thinking: Experience designing reusable, modular kits meant to be mixed and matched hundreds of times.
Technical Competencies
  • Full Stylized 3D Pipeline: End-to-end expertise in Blender (or equivalent) for low-poly modeling, texturing, rigging, and skinning with clean optimization.
  • Deep Unity Proficiency: Direct experience setting up Humanoid Avatars, Prefabs, Animator Controllers, and collision hulls.
  • Sockets & Retargeting: Proven workflow for modular prop attachment, socket hierarchies, and retargeting shared animations across varied body types.
  • Code based animations: Unity C# scripting for procedural animation/IK, animation blending, target tracking, and more.
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