Senior Technical 3D Artist (Character Focus)

Proxima•San Francisco, CA
•Remote

About The Position

Proxima Studios, the indie team behind Suck Up!, is developing a management simulation combining sandbox gameplay with comedy. The studio works in a small, fast-paced environment and values creative ownership, rapid prototyping, and establishing a cohesive visual language. The role focuses on architecting a character pipeline from the ground up and building a scalable, modular character system. The successful candidate will create plug-and-play facial features, swappable clothing kits, and a unified rig that allows code to drive distinct NPCs. Characters should feature bold silhouettes, comedic physicality, exaggerated emotional states, and readable physical impairment and chaotic behavior from a first-person perspective. The role also involves creating modular furniture, stages, and props that meet interaction and navigation constraints; integrating characters and other assets into Unity; and establishing visual guidelines for a unified aesthetic. Applicants should submit a resume and portfolio link, with portfolio examples prioritized in the posting.

Requirements

  • Strong understanding of silhouette, exaggerated postures, physical slapstick, and visual readability, favoring punchy readability over photorealism.
  • Experience designing reusable modular kits intended to be mixed and matched at scale.
  • End-to-end expertise in Blender or equivalent for low-poly modeling, texturing, rigging, and skinning, with clean optimization.
  • Direct experience setting up Unity Humanoid Avatars, Prefabs, Animator Controllers, and collision hulls.
  • Proven workflow for modular prop attachment, socket hierarchies, and retargeting shared animations across varied body types.
  • Unity C# scripting experience for procedural animation, inverse kinematics, animation blending, target tracking, and related work.

Responsibilities

  • Model, texture, and rig a stylized, low-poly modular character kit, including modular heads, socketed facial features, and swappable clothing.
  • Design characters that remain readable across extreme emotional and physical states and different actions.
  • Build and maintain a unified humanoid skeleton with standardized attachment sockets for hands, eyes, accessories, and seats.
  • Model modular furniture, stages, and props that adhere to interaction metrics, snap grids, and navmesh constraints.
  • Configure Unity character prefabs, Mecanim state machines, dynamic interior lighting, optimized materials, and comedic visual effects such as particles and mess decals.
  • Establish color palettes, trim sheets, and style guidelines to create a unified aesthetic.
  • Submit a resume and portfolio link, including relevant in-engine, rigging, animation, or modular-workflow examples.
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