Steel City Interactive is looking for a 3D Character Artist

Steel City Interactive is looking for a 3D Character Artist

Studio: Steel City Interactive

Job Opening: 3D Character Artist

Location: Sheffield, England, UK

Type: Full-Time

Responsibilities:

  • Sculpt and model realistic, high-quality 3D boxer characters, including full-body anatomy, facial features, and detailed gear (gloves, shorts, wraps, etc.).
  • Texture characters using PBR workflows, focusing on materials like skin, sweat, scars, and fabric.
  • Ensure clean, efficient topology for real-time performance and animation fidelity.
  • Work closely with animators, riggers, and technical artists to ensure smooth deformation, expressive facial rigging, and full-body motion.
  • Design and implement damage states, such as bruising, swelling, and sweat buildup, across rounds or fight progressions.
  • Support with the development of our internal character creation pipelines, including modular systems for customisation (e.g., gloves, shorts, tattoos).
  • Support character LOD creation, mesh optimisation, and in-engine implementation (primarily Unreal Engine 5).

Qualifications & Skills:

  • 3+ years’ experience as a 3D character artist in the games industry (or equivalent with a strong portfolio).
  • Expert knowledge of ZBrush, Maya or Blender, Substance Painter, and related tools.
  • Good level of experience in using industry-proven game engines – Unity & Unreal.
  • Strong understanding of human anatomy, physical form, and facial construction.
  • Proven experience creating realistic or hyper-real characters, especially with athletic builds.
  • Experience in optimising characters to be game-ready.
  • Excellent understanding of UV mapping, topology, and texturing best practices.
  • Ability to work independently and adapt quickly to feedback and iteration.

Desirable

  • Experience with muscle systems, skin weighting, or rigging pipelines
  • Prior work on combat sports, fighting games, or realistic animation-driven titles
  • Familiarity with face and body scan data workflows.
  • Experience with modular customisation systems for character cosmetics.

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