3D Artist/Animator Needed for Blender & Unreal Engine 5 Projects
We’re looking for a 3D artist + animator who can own all modeling, texturing, rigging and animation work for several content-heavy epics, while our core dev Scout handles Blueprints and systems. You’ll work mostly on the art side of these epics: Weapons & Melee (ZR-23, ZR-8, ZR-9, ZR-29) Ranged Weapons – ZR-23
- Create final game-ready models for guns used in the core loop (pistols, shotguns, SMGs, rifles etc.).
- Clean topology, UVs and PBR textures suitable for first-person view.
- Rig where needed (bolts, mags, slides) and create core first-person animations: idle, fire, reload, inspect.
- Export/import to UE5 and hook them to the shared weapon skeleton / sockets (logic wired by Scout).
Melee & Movement – ZR-8, ZR-9
- Model and texture melee weapons: machete, large knife, hammer, baseball bat, stiletto, chainsaw, guitar, “big dildo”, etc.
- Design them to support different attack types: slash, stab/poke, heavy hit, and dual-wield/akimbo for smaller weapons.
- Create first-person animation sets: idle, light attack combo, heavy attack, block (if needed), dual-wield variations, and separate kick animations for ZR-9.
- Ensure animations work with our existing first-person arms rig and blend cleanly into movement (Blueprint state machine by Scout).
Weapon Upgrades – ZR-29
- Model and texture upgrade-related content: upgrade machine(s), visual upgrade states (skins, emissive details, attachments) for guns and some melee items.
- Provide simple animated elements and VFX-ready meshes so Scout can drive upgrade logic and effects in engine.
⸻ Enemies & Creatures (ZR-25, ZR-26, ZR-24, ZR-42, ZR-32) Zombies – ZR-25
- Sculpt, retopo and texture zombie variants (civilian, house intruder, etc.) with shared skeleton where possible.
- Rig and create core animation set: idle, walk/shamble, run, turn, attack variations, hit reactions, stumble, death types.
- Deliver LODs and simple performance-friendly meshes (spawn system handled under ZR-25 by Scout).
Junkies / Intruders – ZR-26
- Create humanoid enemies (street junkies / intruders) with modern-realistic proportions and clothing sets.
- Rig + animate movement set (walk/run, idle, aggressive approach) and melee attacks that fit their style (wild, unpredictable).
- Ensure anims are compatible with our humanoid base rig / retarget system in UE5.
Aliens / Dark Passengers – ZR-24
- Design and model non-human / alien entities and “dark passenger” forms (more stylised / horror).
- Rig for non-standard anatomy if needed (extra limbs, tentacles, etc.).
- Create special animations: spawn/arrival, idle, patrol, chase, attack, death, and any signature behaviour (e.g. phasing in/out).
Hallucination Monsters & Drug Effects – ZR-42, ZR-32
- Create hallucination-only enemy variants (distorted zombies, alien illusions, abstract monsters).
- Provide meshes and animations that can be layered with shader/VFX work (done later) to sell drug effects.
- Work closely with Scout so your assets expose the right materials/sockets for hallucination logic and spawning systems.
⸻ Interactables & Props (ZR-33, ZR-28, ZR-30) Perk Fridges / Machines – ZR-33
- Model, texture and lightly animate perk fridges / vending machines (doors, lights, bottles, screens).
- Prepare meshes and animation hooks for purchase sequences and perk feedback (logic by Scout).
Electricity & Phone Props – ZR-28, ZR-30
- Create key interactable props for the electricity feature: breaker boxes, fuse panels, power switches, cables, etc.
- Model and animate phones / phone booths / answering machines used by the in-game phone system (pick-up, dial, ring states).
- Import, set up basic collisions and sockets so systems can reference them in Blueprints.
⸻ Required Skills
- Strong portfolio in Blender (or similar) for modeling, UVs, baking and PBR texturing.
- Solid experience getting content into UE5: skeletal meshes, physics assets, Animation Sequences, basic Animation Blueprints.
- Character + creature rigging and animation; comfortable with FPS weapon and first-person arm animation is a big plus.
- Ability to keep a coherent style across zombies, junkies, aliens, weapons and props.
- Clear communication in English and willingness to coordinate closely with Scout (core dev) so assets match system needs.
⸻ Collaboration & Budget
- You will not be responsible for Blueprint logic or game system coding – that is handled by Scout and the engine team.
- Your focus is: models, textures, rigs, animations, and clean integration into UE5.
- Work is done milestone-based across the epics listed above, within a fixed budget we can share privately.
If you’re interested, please send:
- Portfolio (especially FPS / third-person combat, enemies and weapons).
- Short note on your UE5 experience and your usual pipeline from Blender → Unreal.
Apply tot his job Apply To this Job