Senior Technical 3D Character Artist (Comedy)

Proxima•San Francisco, CA
•Remote

About The Position

Proxima Studio is seeking a Senior Technical 3D Character Artist to build the character pipeline for its next management simulation. The role focuses on character pipelines and animation, combining comedic visual design with a systems-first approach. The artist will create a scalable, modular character system with plug-and-play facial features, swappable clothing, and a unified rig that supports code-driven NPC variation. Characters should use bold silhouettes and comedic physicality, with extreme emotional states and physical impairment that remain readable in first person. The position also involves creating modular furniture, stages, and props that follow interaction metrics, snap grids, and navmesh constraints; integrating characters into Unity; and establishing the game's character style and visual language. The role is listed as remote/flexible and may be contract or permanent. Applicants should submit a resume and portfolio link, with examples such as in-engine character captures, rigging and animation work, and modular workflows.

Requirements

  • 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 workflows for modular prop attachment, socket hierarchies, and retargeting shared animations across varied body types.
  • Strong understanding of silhouettes, exaggerated postures, and physical slapstick, favoring punchy readability over photorealism.
  • Experience designing reusable, modular kits intended to be mixed and matched at scale.
  • Unity C# scripting experience for procedural animation/IK, animation blending, and target tracking.

Nice To Haves

  • A portfolio featuring in-engine captures of stylized or low-poly characters in motion with distinct silhouettes.
  • Rigging and animation samples demonstrating comedic timing and clean skinning.
  • Examples of modular workflows, such as customization kits, swappable parts, or grid-based props.

Responsibilities

  • Architect the character pipeline from the ground up.
  • Model, texture, and rig a stylized, low-poly modular character kit, including modular heads, socketed facial features, and swappable clothing.
  • Build and maintain a unified humanoid skeleton with standardized attachment sockets for hands, eyes, accessories, and seats.
  • Create characters whose silhouettes, physicality, and emotional states remain readable across actions and states such as drunkenness, rage, and distress.
  • Model modular furniture, stages, and props to meet interaction metrics, snap-grid requirements, and navmesh constraints.
  • Configure character prefabs, Mecanim, rigging, and animation states in Unity.
  • Establish the character style and master the visual language across the game.
  • Use Unity C# for procedural animation and IK, animation blending, target tracking, and related systems.
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