UE5 Technical Character Artist / MetaHuman Rigger (remote)
Hit Box Games LLC
- Fjernjob
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
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.
Team size and structure?
Small independent team with project leads, writer/story support,Unreal development support, character art, and external freelancers/studios as needed
For which tasks (responsibilities)?
Target:
Help prepare custom stylized-realistic characters for a short Unreal Engine 5 vertical slice. The main focus is technical character setup / MetaHuman-compatible workflow, not gameplay animation.
Tasks:
Review custom character models and advise on topology, mesh separation, A-pose / T-pose, clothing, hair, and rig-readiness.
Prepare or guide custom character meshes toward MetaHuman-compatible body and face use in UE5.
Support body rig / retarget setup, skinning, deformation checks, and animation-readiness testing.
Help define what character artists need to deliver: source files, mesh structure, textures, naming, poses, and technical constraints.- Test characters in Unreal with basic animation / mocap / retargeting where needed.
Work with character artists and Unreal developers to identify what is ready, what needs cleanup, and what is risky.
Create short practical pipeline notes so future characters can follow the same rules.
Keep scope realistic for a prototype / vertical slice.
What kind of professional are we looking for?
Unreal Engine 5 character setup experience.
MetaHuman, custom MetaHuman, Mesh to MetaHuman, MetaHuman-compatible workflow, or similar custom character pipeline experience.
Strong understanding of character topology, skinning, deformation, skeletons, retargeting, and rig-ready asset preparation.
Ability to work with custom stylized-realistic character meshes, not only default MetaHuman Creator characters.
Ability to explain clearly what can be handled by a character artist and what needs technical character / rigging support.
Comfortable reviewing WIP assets and giving practical production feedback.
Nice to have:
MetaHuman Animator, Live Link Face, ARKit blendshapes, facial rigging, or facial capture workflow experience.
Control Rig experience.
Mocap retargeting or mocap cleanup experience.
Rokoko Studio / Rokoko Smartsuit workflow experience.
Sequencer character setup experience.
Maya, Blender, MotionBuilder, FaceForm, Wrap3D, R3DS Wrap, Rokoko, Xsens, Move.ai, or similar pipeline experience.
Cinematic, horror, third-person, or narrative game experience.
What is important for us in a person?
Clear technical communication.
Practical about prototype / vertical slice constraints.
Able to explain risks without overcomplicating them.
Comfortable working with incomplete WIP assets.
Good collaboration with character artists, animators, and Unreal developers.
Reliable with updates and delivery.
Why do we enjoy working here?
Help define the character pipeline for an early-stage Unreal project.
Work on stylized rock-horror characters, not generic assets.
Direct impact on whether the main characters can work in the vertical slice.
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 technical test first.
Flexible schedule by agreement.
The selection process
Send examples of UE5 / MetaHuman / custom character setup work.
Short intro call or message exchange.
Small paid technical test on one character / workflow question.
Continue on vertical slice character pipeline support if the test fits.
Please include what you personally did on each example: body setup, face setup, skinning, rigging, retargeting, Control Rig, MetaHuman Animator, mocap cleanup, Unreal integration, etc.
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