Chi tiết công việc Senior 3D Character Artist (Hair, Fur, Feather) tại Nenkin GGS
Job overview and responsibility
- In-game Haircard Creation: Build high-quality, optimized haircards for hair (Hair), animal fur (Fur), and feathers (Feather) for high-quality game projects, ensuring performance-friendly results in engine.
- Grooming & Placement: Perform card placement and grooming for animals, beasts/creatures, and costumes featuring fur or feather elements, ensuring natural thickness, growth direction, flow, and silhouette.
- Form, Volume & Shading: Apply a deep understanding of block-out structure (form/volume), strand thickness, layering, and how light interacts with hair, fur, and feather materials to achieve believable results.
- Texture & Baking: Author hair/fur/feather texture atlases (baking flow, ID, depth, root, alpha maps) using tools such as Fibershop, XGen, and Marmoset Toolbag.
- Quality & Optimization: Balance visual fidelity with in-game performance budgets (card count, overdraw, LODs) and ensure assets integrate cleanly into the production pipeline.
- Collaboration & Mentorship: Work closely with Concept, Character, and Technical Art teams; provide feedback, paintovers, and technical guidance to junior/mid-level artists on grooming work.
Required skills and experiences
- Experience: At least 4–5 years of experience as a Character Artist in the game industry (priority given to candidates with experience on high-quality 3D Realistic or Stylized game projects).
- Hair/Fur Specialization: A portfolio demonstrating outstanding capability in creating hair (Haircard), animal fur (Fur), and feathers (Feather) is mandatory. Strong understanding of form and volume structure, thickness, and how light interacts with these materials.
- Grooming Skills: Proven ability to place and groom fur/feathers for animals, beasts, or costumes with feather elements, ensuring the most natural density, growth direction, and silhouette.
- Software Proficiency:
• Sculpting/Modeling: ZBrush, Maya, 3ds Max, or Blender.
• Baking/Texture: Substance Painter, Marmoset Toolbag, Photoshop, Fibershop, XGen.
- PBR Pipeline: Solid understanding of PBR shading for hair/fur materials and how to achieve high-quality results in real-time engines (e.g., Unreal Engine 5, Unity).
- Artistic Vision: Ability to interpret 2D concepts and “fill in the gaps” to enhance the realism and appeal of hair, fur, and feather in 3D.
- Feedback Integration: Able to take high-level creative direction and translate it into precise technical execution.
- Ownership & Communication: Proactive, detail-oriented, and able to communicate grooming techniques and standards clearly across the team.
Preferred skills and experiences
- Experience with strand-based/real-time grooming solutions (e.g., XGen, Ornatrix, Unreal Groom).
- Experience creating groom assets for both Realistic and Stylized art styles.
- Knowledge of hair/fur shader setup and optimization in Unreal Engine 5.
- Strong interest in high-end cinematic characters, creatures, and digital humans.
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)

