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 and direct the character pipeline for its next management simulation. The role combines character artistry, technical pipeline development, animation, and Unity implementation, with an emphasis on cartoon-style comedic timing, bold silhouettes, and clear physical storytelling. The artist will architect a scalable, modular character system from the ground up, including interchangeable facial features and clothing, and a unified rig that supports code-driven NPC variation and shared animations. Characters should communicate extreme emotional and physical states—such as drunkenness, rage, distress, impairment, and meltdowns—clearly in first person. The role also includes modeling modular furniture, stages, and props to fit interaction metrics, snap grids, and navmesh constraints; configuring Unity character prefabs and animation systems; and establishing a cohesive visual style across the game.

Requirements

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

Responsibilities

  • Build a modular, stylized low-poly character kit, including modular heads, socketed facial features, and interchangeable clothing.
  • Model, texture, rig, and skin characters so they read clearly across different actions and extreme emotional or physical states.
  • Build and maintain a unified humanoid skeleton with standardized attachment sockets for hands, eyes, accessories, and seats, enabling shared animations across roles.
  • Model modular furniture, stages, and props according to interaction metrics, snap grids, and navmesh constraints.
  • Configure character prefabs, Mecanim, rigging, and animation states in Unity.
  • Establish the character style and maintain a cohesive visual language across the game.
  • Develop code-based animations in Unity, including procedural animation and IK, animation blending, and target tracking.
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