Middle
Freelance
Negotiable
Remote
We are a small independent game team building an unannounced rock-horror story-driven game in Unreal Engine 5.
The project sits at the intersection of games, horror, and rock / metal culture, with creative input from world-class music talent.
The project is currently in prototype / vertical slice stage. This means the work is practical, hands-on, and visible quickly in the build. We are looking for people who like early-stage projects, can work from rough direction, and can help turn a prototype into a stronger pitch demo.
You will work directly with the project leads, with fast feedback and clear short-term goals. The team is small, so good work has real impact.
What are you working on?
- The name of the project(s): Unannounced rock-horror story-driven game
- At what stage of the project(s)? Early prototype. Story and vision are defined, but core art, characters, animation, and UE5 vertical slice are still being built.
- Genres: Action, Adventure
- Platforms: PC, Console
For which tasks (responsibilities)?
Target:
Help create game-ready 3D characters for an unannounced rock-horror story-driven game in Unreal Engine 5.
The project has an existing lead character art direction. The style is stylized-realistic: believable anatomy and clothing, slightly pushed shapes, strong silhouette, and a comic / cinematic horror feel.
Tasks:
Create or finish 3D character models that match the provided style reference.
Work from concept art, proxy sculpts, AI-assisted references, written notes, and feedback.
Model humanoid and creature / demon-style characters.
Build readable anatomy, faces, hair, hands, clothing folds, boots, belts, jewelry, tattoos, and accessories.
Prepare clean high-poly and game-ready low-poly character assets where needed.
Create UVs, textures, and material-ready assets suitable for Unreal Engine 5.
Keep characters practical for rigging, animation, mocap, and possible MetaHuman-compatible workflows.
Give short practical notes when a model, reference, or design may cause rigging or animation problems.
Keep scope realistic for a prototype / vertical slice.
What kind of professional are we looking for?
Strong 3D character art portfolio.
Ability to match an existing stylized-realistic character style.
Strong anatomy, face, hair, clothing, and material-form judgment.
Game-ready character asset experience.
Clean topology, UV, texture, and export workflow.
Comfortable working from rough references and incomplete early-stage direction.
ZBrush, Blender, Maya, 3ds Max, Substance Painter, Marvelous Designer, Marmoset, Unreal Engine, or similar tools.
Nice to have:
Unreal Engine 5 character asset experience.
Horror, cinematic, dark fantasy, comic-inspired, or third-person game experience.
Creature, demon, monster, or transformation character work.
Experience preparing characters for rigging and animation.
Experience with MetaHuman-compatible or Unreal-friendly character pipelines.
Rock / metal / subculture fashion sensitivity.
What is important for us in a person?
Good style-matching judgment.
Clear communication.
Comfortable with feedback and revisions.
Practical about prototype constraints.
Able to explain risks without overcomplicating them.
Reliable with updates and delivery.
Why do we enjoy working here?
Help define the character look of an early-stage Unreal project.
Work on stylized horror / rock-culture characters, not generic assets.
Direct feedback from project leads.
Good portfolio material if the trial goes well.
What are the conditions and bonuses?
Remote work.
Freelance / contract setup.
Short paid trial task first.
Flexible schedule by agreement.
The selection process
Send portfolio with notes on what you personally made.
Short intro call or message exchange.
Small paid style-match or production-readiness trial.
Continue on vertical slice character work if the trial fits.
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