We’re looking for a 3D artist + animator who can own all modeling, texturing, rigging and animation work for several content-heavy epics, while our core dev Scout handles Blueprints and systems.
You’ll work mostly on the art side of these epics:
Weapons & Melee (ZR-23, ZR-8, ZR-9, ZR-29)
Ranged Weapons – ZR-23
• Create final game-ready models for guns used in the core loop (pistols, shotguns, SMGs, rifles etc.).
• Clean topology, UVs and PBR textures suitable for first-person view.
• Rig where needed (bolts, mags, slides) and create core first-person animations: idle, fire, reload, inspect.
• Export/import to UE5 and hook them to the shared weapon skeleton / sockets (logic wired by Scout).
Melee & Movement – ZR-8, ZR-9
• Model and texture melee weapons: machete, large knife, hammer, baseball bat, stiletto, chainsaw, guitar, “big dildo”, etc.
• Design them to support different attack types: slash, stab/poke, heavy hit, and dual-wield/akimbo for smaller weapons.
• Create first-person animation sets: idle, light attack combo, heavy attack, block (if needed), dual-wield variations, and separate kick animations for ZR-9.
• Ensure animations work with our existing first-person arms rig and blend cleanly into movement (Blueprint state machine by Scout).
Weapon Upgrades – ZR-29
• Model and texture upgrade-related content: upgrade machine(s), visual upgrade states (skins, emissive details, attachments) for guns and some melee items.
• Provide simple animated elements and VFX-ready meshes so Scout can drive upgrade logic and effects in engine.
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Enemies & Creatures (ZR-25, ZR-26, ZR-24, ZR-42, ZR-32)
Zombies – ZR-25
• Sculpt, retopo and texture zombie variants (civilian, house intruder, etc.) with shared skeleton where possible.
• Rig and create core animation set: idle, walk/shamble, run, turn, attack variations, hit reactions, stumble, death types.
• Deliver LODs and simple performance-friendly meshes (spawn system handled under ZR-25 by Scout).
Junkies / Intruders – ZR-26
• Create humanoid enemies (street junkies / intruders) with modern-realistic proportions and clothing sets.
• Rig + animate movement set (walk/run, idle, aggressive approach) and melee attacks that fit their style (wild, unpredictable).
• Ensure anims are compatible with our humanoid base rig / retarget system in UE5.
Aliens / Dark Passengers – ZR-24
• Design and model non-human / alien entities and “dark passenger” forms (more stylised / horror).
• Rig for non-standard anatomy if needed (extra limbs, tentacles, etc.).
• Create special animations: spawn/arrival, idle, patrol, chase, attack, death, and any signature behaviour (e.g. phasing in/out).
Hallucination Monsters & Drug Effects – ZR-42, ZR-32
• Create hallucination-only enemy variants (distorted zombies, alien illusions, abstract monsters).
• Provide meshes and animations that can be layered with shader/VFX work (done later) to sell drug effects.
• Work closely with Scout so your assets expose the right materials/sockets for hallucination logic and spawning systems.
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Interactables & Props (ZR-33, ZR-28, ZR-30)
Perk Fridges / Machines – ZR-33
• Model, texture and lightly animate perk fridges / vending machines (doors, lights, bottles, screens).
• Prepare meshes and animation hooks for purchase sequences and perk feedback (logic by Scout).
Electricity & Phone Props – ZR-28, ZR-30
• Create key interactable props for the electricity feature: breaker boxes, fuse panels, power switches, cables, etc.
• Model and animate phones / phone booths / answering machines used by the in-game phone system (pick-up, dial, ring states).
• Import, set up basic collisions and sockets so systems can reference them in Blueprints.
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Required Skills
• Strong portfolio in Blender (or similar) for modeling, UVs, baking and PBR texturing.
• Solid experience getting content into UE5: skeletal meshes, physics assets, Animation Sequences, basic Animation Blueprints.
• Character + creature rigging and animation; comfortable with FPS weapon and first-person arm animation is a big plus.
• Ability to keep a coherent style across zombies, junkies, aliens, weapons and props.
• Clear communication in English and willingness to coordinate closely with Scout (core dev) so assets match system needs.
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Collaboration & Budget
• You will not be responsible for Blueprint logic or game system coding – that is handled by Scout and the engine team.
• Your focus is: models, textures, rigs, animations, and clean integration into UE5.
• Work is done milestone-based across the epics listed above, within a fixed budget we can share privately.
If you’re interested, please send:
• Portfolio (especially FPS / third-person combat, enemies and weapons).
• Short note on your UE5 experience and your usual pipeline from Blender → Unreal.
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