Character Artist

7 Hours ago • 3 Years + • Concept Art • 3D Art

About the job

Job Description

Keen Software House seeks a Character Artist to create high-poly and low-poly 3D character models, textures, shaders, clothing, hair, and rigging. Responsibilities include adapting to project styles, collaborating with the art team, ensuring model functionality, and continuous self-education in graphics and industry trends. The role requires knowledge of human anatomy, facial expressions, and proficiency in Autodesk Maya, ZBrush, and Photoshop. Experience in the game industry is essential, along with advanced English skills. A released project is advantageous.
Must have:
  • High/Low-poly 3D modeling
  • Texturing & Shading
  • Maya, ZBrush, Photoshop
  • Human anatomy knowledge
  • 3+ years game industry experience
Good to have:
  • Classic drawing/painting skills
Perks:
  • International team
  • Friendly work environment
  • Work on successful games
  • Incentive system & bonuses
  • Modern Prague offices
  • Unlimited home office
  • Relocation package
  • 5 weeks vacation
  • Unlimited sick days
  • Company breakfasts & events

We are looking for top talent

We are looking for a Character Artist to join our international team. They will be responsible for creating highpoly and lowpoly models, texturing and making run functions of individual parts.

Responsibilities:

  • Create highpoly and lowpoly 3D character models from concept art and reference materials, character textures and shaders, clothing, hair and styling
  • Adapt to a concept and style of the project
  • Cooperation with other artists in our Art team
  • Keeping the finished models working
  • Self-education in terms of graphics and keeping track of the trends in the given discipline

Requirements:

  • Knowledge of human anatomy, ability to capture personality
  • Knowledge of facial expressions
  • +3 years of experience in game industry
  • Knowledge of Autodesk Maya, ZBrush and Photoshop
  • Knowledge of sculpting, drawing or painting in a classic technique
  • Advanced level of English
  • A released project and experience in game industry is advantage
  • Professionalism and reliability

We offer:

  • International team
  • A friendly environment without a corporate approach
  • Work on already very successful games
  • Incentive system benefits – bonuses
  • Modern and comfortable offices in Prague (Orangeria – https://oranzerie.cz/ ) with coffee, tea, healthy snacks, and much more!
  • Unlimited home office
  • Possibility of (fully) remote cooperation, or a relocation package
  • 5 weeks of vacation
  • Unlimited sick days
  • Company breakfasts and other company events (BBQ, parties, workshops,…)
  • Dedicated time for studying
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About The Company

Keen Software House is an independent game development studio aiming to create games that are based on real science, real facts, real physics and real emotions. The company is mostly known for its popular titles, Space Engineers (released in October 2013 and sold 4 million copies) and Medieval Engineers (a sandbox game about engineering, construction and the maintenance of architectural works and mechanical equipment using medieval technology). The first titles that the studio developed are Miner Wars 2081 and Miner Wars Arena. In addition to their ongoing development of Space Engineers the studio develops its own in-house game engine, VRAGE, currently in the second version and its core feature is volumetricity of the environment. Space Engineers and Medieval Engineers are the first titles fully utilizing VRAGE 2.0.

Keen Software House has two areas of interest:
- independent game development: Space Engineers, Medieval Engineers, VRAGE engine

OUR MISSION:

We want to create games that are based on real science, real facts, real physics and real emotions. No magic & fantasy allowed.

If we step into the sci-fi area - as we did with Space Engineers and Miner Wars 2081 - we approach it from the hard-sci-fi angle. Every technology and every idea must be explainable using modern-era knowledge with very little extrapolation required.

In Medieval Engineers we hold on to historical accuracy as much as possible while not sacrificing fun, accessibility and intuitiveness.

We want to use our games to promote science and to encourage creativity. We want to revive the interest in space exploration, physics, history and all STEM fields. We want players to learn new stuff while playing our games.

We want to make our fans happy.

Prague, Czechia (Remote)

Prague, Prague, Czechia (Remote)

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