- Engagement
- Freelance / Contract / Milestone-based (open and flexible depending on the candidate)
- Scope
- Starting with the vertical slice / demo, with a path to full-game production
- Location
- Remote (with India / IST timezone overlap)
- Level
- Mid to Senior (able to own character, creature, and gear modeling/texturing)
Role Overview
We are looking for a 3D Character Artist to sculpt, retopologize, and texture the heroes, enemies, bosses, armour sets, and weapons of Project Trinity. Our style is stylized and painterly / hand-painted, designed so every character and enemy silhouette reads immediately from a top-down 30-45° camera angle.
Rigging and skinning are handled by our 3D Animator - your focus is producing deformation-ready 3D models and expressive hand-painted textures.
What You Will Do
- Playable Heroes: Create 3D character models for our fixed, authored protagonists across the demo slice and the full game.
- Bosses, Enemies & Creatures: Model and texture bosses, enemy units, and creatures, giving each archetype a distinct silhouette for combat clarity.
- Armour Sets & Weapons: Build class-specific weapons and interchangeable class-specific armour sets and cosmetic variations.
- Clean Topology for Animation: Deliver clean, animation-friendly topology and edge loops around joints, drapery, and armour pieces so our 3D Animator can rig and skin them smoothly.
What We Are Looking For
- A strong portfolio of stylized / hand-painted 3D characters, creatures, and weapons for games.
- Eye for bold proportions, color blocking, and silhouette readability from a top-down perspective (think Hades or Windblown).
- Sensitivity to 4th-century Indian attire, drapery, jewelry, armour, and weaponry across Buddhist, Jain, and Hindu cultural traditions.
- Solid technical fundamentals in high-to-low poly baking, UV packing, hand-painted/stylized texturing, and deformation-ready topology.