Live opening · Posted 1 day ago
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About the role
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3D Artist (Characters &/OR Weapons, Hardsurface Sci-fi)
We're building Hyperkinetic, a UE5 multiplayer movement shooter set in an original science-fantasy universe where Earth was torn apart and is being sewn back together by a sentient energy vortex, that's also a highly-moddable FPS Construction Set with custom GUI tools.
For more info and Footage from one of our prototypes:
https://johnmawhorter.net/Hyperkinetic-1
To make this happen we are building Ludomorphic, a worker-owned and managed cooperative game studio, looking for core talent to finish our pre-Alpha and move towards Early Access.
You will be the second artist on the project, so you'll help define the overall art direction as well as building the core set of character (1 + alternate team) and weapon models (2) for our end of year open pre-Alpha Steam release.
Right now the project is self-funded and everyone is working on a revenue share basis.
Current folks are John Mawhorter (Original solo-dev, ex-Meta4 Games/Fortnite Creative)
Vladimir Coho (ex-Riot/Blizzard/etc.) and more, with 12 people total including several industry
veterans from places like Blizzard, Epic Games, Riot, Crystal Dynamics, Bungie… listed here:
People of Ludomorphic
https://drive.google.com/file/d/1l6nrbWWNGFQ5ANpRLr_orOR-U1gBZMs5/view?usp=drivesdk
Responsibilities:
* Work with the team to establish and maintain an overall art direction consistent with the game's design and worldbuilding
* Create a highly readable and expressive set of models for characters and weapons based on existing concept art
* Craft First Person weapon viewmodels to match
* Make sure topology is ready for rigging and animation
* Establish workflows and ensure outputs match the technical architecture of the project and the needs of players
Requirements:
* Experienced 3D artist with emphasis on character and/or weapon modelling
* Experience creating First Person weapon viewmodels
* Hardsurface sci-fi modelling in portfolio as well as examples of stylized texturing
* Experience working with Unreal Engine 5 including Material Editor and setting up LODs and collisions
* Communication skills, including writing, and experience working in a small, collaborative team
* Takes feedback well but will speak up to advocate for art team requirements as well as their own needs
* Comfortable with remote work
Preferably:
* Passion for FPS games, especially multiplayer competitive ones (Counter-strike, Overwatch, Quake, Titanfall 2, The Finals, Team Fortress 2, Tribes, etc.) and/or movement mechanics in games (speedrunning, surfing, games about going really fast)
*Experience with low to mid-poly as well as both PBR and Specular workflows
* Better time zone overlap is helpful, but we are hiring globally. Remote location is flexible, right now we are California/Texas/Rhode Island/Romania.
Work arrangement
Yes
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