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Senior 3D Character Artist (Robot/Mecha)

Company prefers not to disclose
Design
Full-Time · On-site
Minimum College Degree
5 - 10 years of experience

Job Requirements

On-site
5 - 10 years of experience
Minimum College Degree

Skills

ZBrush

Microsoft Office

Digital Sculpting

Teamwork

Rendering

Unreal Engine

Maya

Unity3D

3D Rendering

3D Modeling

Job Benefits

Annual Leave

Team-building events

Career Path

Health Insurance

Training/Certification

This job post is managed by

TM
Trâm Mỹ

Job description for Senior 3D Character Artist (Robot/Mecha) at Nenkin GGS

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)

About the company
Nenkin GGS
Human Resources
Self employed

Xin chào, tôi đang là một Headhunter trên nền tảng này. Mục tiêu chính của tôi là hỗ trợ các nhà tuyển dụng tìm kiếm những ứng viên phù hợp nhất cho các vị trí tuyển dụng của họ. Để đạt được điều này, tôi thường dành thời gian để đánh giá các điểm mạnh, các kỹ năng, sự thành thạo và tính cách của ứng viên trước khi giới thiệu cho công việc.

Ngoài việc hỗ trợ các nhà tuyển dụng, tôi cũng hỗ trợ các ứng viên tìm kiếm cơ hội việc làm phù hợp và phát triển sự nghiệp của họ.

Bằng kinh nghiệm của mình, tôi hiểu được mục tiêu và khả năng của họ, tôi có thể giúp các ứng viên đưa ra những quyết định đúng đắn về tương lai của mình.

Office address

Hà Nội

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Senior 3D Character Artist (Robot/Mecha)