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Senior 3D Character Artist (Robot/Mecha)

Nenkin GGS

Quận Bảy, Thành phố Hồ Chí Minh, Vietnam
Chưa công bố5 - 10 yearsĐăng hôm nayNguồn: Glints
Ứng tuyển trên Glints

Tổng quan công việc

Job overview and responsibility - Expert Hard Surface Modeling: Create high-resolution hard surface sculpts and models for robots, mechs, weapons-integrated frames, and armored characters, demonstrating a master-level understanding of mechanical design, functional structure, and surface language.

Mechanical Believability: Design and build plausible mechanical assemblies – joints, pistons, hydraulics, actuators, cabling, vents, and panel lines – ensuring every part looks functional and can articulate correctly for rigging and animation.

Retopology & Rig-Ready Meshes: Produce clean, optimized game topology for mechanical characters, with correct pivots, separated moving parts, and meshes prepared for complex mechanical rigging.

Photorealistic Texturing: Create industry-leading PBR textures for metals, painted surfaces, composites, and rubber – including edge wear, scratches, decals, grime, and battle damage that tell the story of the machine.

Baking & Optimization: Own the high-to-low poly workflow (baking normal/AO/curvature maps), manage texel density, material IDs, and LODs to balance visual fidelity with in-game performance budgets.

Collaboration & Mentorship: Work closely with Concept, Rigging, and Technical Art teams; review the work of junior/mid-level artists and provide paintovers or technical guidance on hard surface workflows. Required skills and experiences - Experience: 5+ years in character/hard surface production for games. Hands-on experience on projects featuring robots, mechs, or heavily mechanized characters is required (e.g., titles in the vein of Titanfall 2).

Portfolio: A portfolio featuring realistic hard surface characters – robots, mechs, exo-suits, or armored units – is mandatory, demonstrating strong mechanical design sense, clean modeling, and high-quality texturing.

Software Line:

Modeling/Sculpting: Maya, 3ds Max or Blender; ZBrush for organic-mechanical detailing.

Hard Surface Toolset: Boolean/kitbash workflows, Plasticity or Fusion 360/MOI (CAD-style modeling) is a plus.

Baking/Texture: Substance Painter & Designer, Marmoset Toolbag, Photoshop.

Mechanical & Industrial Design Knowledge: Deep understanding of how machines are built and move – weight, balance, articulation, and manufacturing logic (welds, bolts, casting, panel construction).

PBR Pipeline: Comprehensive understanding of PBR shading for metals and painted surfaces, and how to achieve realism in engines like Unreal Engine 5 (Lumen/Nanite). Preferred skills and experiences - Shipped experience on AAA or high-quality titles featuring mechs or robots (Titanfall 2, Armored Core, Gundam-style projects, or similar).

Experience creating modular/attachment systems for mechanical characters (weapon mounts, swappable armor plates).

Knowledge of mechanical rigging constraints and how modeling decisions affect articulation and animation.

Familiarity with decal-based and trim sheet texturing workflows for large mechanical assets.

Strong interest in industrial design, military hardware, and sci-fi mechanical aesthetics. Why Candidate should apply this position - Working hours: 8:30am–5:30pm, flexible check-in/check-out, Monday to Friday - On this project: Some Vietnamese holidays are not observed, with compensatory leave instead - Social insurance contributed at 85% - Performance bonus: 1–3 months' salary - 13th-month salary: 1 month - Premium health insurance - Lunch allowance Report to Art Manager Interview process Take home test (48 hours deadline) -> 1st interview with VNG team -> Interview with Dep Head and HRBP (test and 1st interview can switch order case by case)

Kỹ năng chính

zbrushmicrosoft officedigital sculptingrenderingunreal enginemayaunity3d3d rendering3d modelingphotoshop3ds maxblender

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Annual Leave

Team-building events

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Health Insurance

Training/Certification

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