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Senior Technical 3D Character Artist (Comedy)

Proxima
San FranciscoSenior
Apply on Proxima’s site

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The job in short

3D character art for comedy.

Details

Found
12 d ago · posted 2026-10-19
Location as listed
San Francisco, CA
Role
Graphic / Visual Designer
Source
The company’s own careers site

Full description

Proxima Studio Location: Remote / Flexible Role Type: Full-Time Contract or Permanent About Us We are the indie team behind Suck Up!, where we turned goofy social deduction and conversational AI into pure comedic chaos (with over 200m views on YouTube). Now, we are building our next title: a management simulation that sits between the sandbox of The Sims and the chaotic/comedy of Schedule 1. We operate small, fast, and scrappy. We value creative ownership, rapid prototyping, and people who can establish a cohesive, signature visual language from the ground up. The Role We are seeking a Senior Technical 3D Character Artist who specialize in character pipelines and animations, with a cartoonist’s comedic timing and a systems-first mindset. You will architect our character pipeline from the ground up. You will build a scalable, modular character system: designing plug-and-play facial features, swappable clothing kits, and a unified rig that lets code drive endless distinct NPCs. Your characters must prioritize bold silhouettes and comedic physicality, extreme emotional states, physical impairment, and chaotic meltdowns instantly readable in first person. Key Responsibilities • Modular Character Pipeline: Model, texture, and rig a stylized, low-poly character kit with modular heads, socketed facial features, and swappable clothing that read clearly across extreme states (drunkenness, rage, distress) and across actions. • Master Rigging & Retargeting: Build and maintain a unified humanoid skeleton with standardized attachment sockets (hands, eyes, accessories, seats) to share animations seamlessly across all roles. • Smart Objects & Environments: Model modular furniture, stages, and props adhering strictly to interaction metrics, snap grids, and navmesh constraints. • Unity Integration: Configure character prefabs, Mecanim, rigging, animation states • Visual Direction: Establish character style, master visual language across the game What We Are Looking For Artistic & Design Sense • Cartoonist's Comedic Instinct: Strong grasp of silhouette, exaggerated postures, and physical slapstick (Schedule I, The Sims). You favor punchy readability over photorealism. • Systemic Thinking: Experience designing reusable, modular kits meant to be mixed and matched hundreds of times. Technical Competencies • Full Stylized 3D Pipeline: End-to-end expertise in Blender (or equivalent) for low-poly modeling, texturing, rigging, and skinning with clean optimization. • Deep Unity Proficiency: Direct experience setting up Humanoid Avatars, Prefabs, Animator Controllers, and collision hulls. • Sockets & Retargeting: Proven workflow for modular prop attachment, socket hierarchies, and retargeting shared animations across varied body types. • Code based animations: Unity C# scripting for procedural animation/IK, animation blending, target tracking, and more. How to Apply Please submit your resume and portfolio link. Portfolio Priorities: • In-engine captures of stylized/low-poly characters in motion with distinct silhouettes. • Rigging and animation samples showing comedic timing and clean skinning. • Modular workflows (customization kits, swappable parts, grid-based props).

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