HiMASTERS

Joined in 2024
39% answers
Ensure your game art is firing on all cylinders
  • · 213 views · 24 applications · 4d

    3D Animator

    Full Remote · Worldwide · 2 years of experience · B1 - Intermediate
    [HIRING] 3D Animator Location: Fully remote Type: Project-based (with potential for long-term contract) About Us: HiMASTERS is a 3D outsourcing studio led by senior artists with decades of experience on top-tier projects and franchises including Metro...

    [HIRING] 3D Animator

    Location: Fully remote

    Type: Project-based (with potential for long-term contract)

    About Us:

    HiMASTERS is a 3D outsourcing studio led by senior artists with decades of experience on top-tier projects and franchises including Metro Exodus, Halo, Battlefield, Microsoft Flight Simulator, War Thunder, World of Tanks, and many more. We deliver top-quality assets for both games and cinematics — stylized or realistic, always production-ready.

    About the Role

    We are looking for a versatile animator with strong Maya skills and a solid understanding of real-time engines, particularly Unreal Engine. You should be comfortable animating characters, building and skinning rigs, and integrating assets into Unreal.

    This is a hands-on role for someone who can move between artistic animation and technical implementation — including simulations, Blueprint logic, and MetaHuman workflows.

    Responsibilities
    • Animate characters in Maya, including body and facial animation
    • Build and skin rigs (bipeds, props, accessories)
    • Export and integrate animations into Unreal Engine/Unity
    • Set up and refine Animation Blueprints, State Machines, and Control Rigs
    • Simulate cloth and hair inside Unreal
    • Work with MetaHuman, Character Creator, or other real-time character platforms
    • Retarget animations, including Motion Capture cleanup and retargeting
    • Handle basic Blueprint setup for animation systems
    • Skin and adjust character assets directly inside Unreal if needed

    Ideal candidate

    • Has proven experience animating for games (especially FPS/TPP shooters).
    • Proficient in Maya or Blender.
    • Solid knowledge of Unreal Engine animation workflows.
    • Experience with IK systems, weapon bone hierarchy, and animation blueprints.
    • Ability to work with precise technical documentation and deadlines.
    • Be brave enough to jump into whatever task comes related to this field.

    Tools & Technologies
    • Maya (required)
    • Unreal Engine 5 (required)
    • MetaHuman / Character Creator / iClone (plus)
    • Unity (basic knowledge is a plus)
    • Motion Capture workflows (Rokoko, MVN, Xsens, or others)
    • Bonus: MotionBuilder, Blender, or custom control rigs

    What We Offer
    • Remote flexibility and creative autonomy
    • High-quality projects for games and real-time cinematic productions
    • Professional team of artists and developers
    • Fair compensation and potential long-term partnership

    How to Apply

    Please send:
    • Your CV / résumé
    • A demo reel or portfolio showcasing animation and rigging

    If you’re passionate about bringing game assets to life and enjoy bridging the gap between art and tech — we’d love to hear from you.

    More
  • · 311 views · 25 applications · 4d

    3D Character Artist

    Full Remote · Worldwide · 2 years of experience · B1 - Intermediate
    [HIRING] 3D Character Artist (Unreal Engine — Games & Cinematics), semi-realism, realism, hyperrealism Location: Remote Type: Project-based (with potential for long-term contract) Level: Mid—Senior About Us HiMASTERS is a 3D outsourcing studio led by...

    [HIRING] 3D Character Artist (Unreal Engine — Games & Cinematics), semi-realism, realism, hyperrealism

    Location: Remote

    Type: Project-based (with potential for long-term contract)

    Level: Mid—Senior

     

    About Us

    HiMASTERS is a 3D outsourcing studio led by senior artists with decades of experience on top-tier projects and franchises including Metro Exodus, Halo, Battlefield, Microsoft Flight Simulator, War Thunder, World of Tanks, and many more. We deliver top-quality assets for both games and cinematics — stylized or realistic, always production-ready.

     

    About the Role

    We’re looking for a Character Artist who specializes in semi-realistic, realistic and hyperrealistic human characters — both in game development and cinematic production. You’ll work closely with a senior team to deliver hero-quality characters with precise anatomy, clean topology, and engine-ready output.

    This is a hands-on, production-focused role for someone with deep knowledge of the character pipeline — from sculpting and simulation to texturing and final engine integration.

     

    Responsibilities

    • Create high-quality realistic characters for Unreal Engine (≈70%) and Unity (≈30%)

    • Work with scanned heads/bodies, MetaHuman bases (create it in Meta human), and Character Creator 4

    • Sculpt custom elements in ZBrush, including clothing refinement

    • Design and simulate clothing using Marvelous Designer or any similar tools (wrinkle, drape, fit accuracy)

    • Produce photorealistic PBR textures compatible with Unreal & Unity

    • Optimize models for real-time usage: clean topology, proper UVs, and texture baking

    • Collaborate with riggers, animators, and tech artists to ensure engine integration

    • Deliver character assets ready for cinematic sequences and gameplay

    • Create facial expression systems and blendshapes

     

    Ideal Candidate Profile

    • Expert in anatomy, with a sharp eye for form and proportion

    • Strong ability to balance custom creation vs. asset adaptation

    • Comfortable optimizing pipeline per task — from scratch or scan-based

    • Maintains high attention to detail, from silhouettes to wrinkles

    • Loves working on games and understands how characters serve gameplay

    • Works efficiently under deadlines and thrives in a collaborative environment

     

    Nice to Have

    • Experience with rigging and skinning (even basic)

    • Ability to model and texture creatures or semi-realistic characters

    • Experience working with MetaHuman, Character Creator 4, or iClone

    • Familiarity with Unreal’s Groom or Unity hair tools

    • Understanding of facial expression systems and blendshape pipelines

     

    Tools & Technologies

    • ZBrush

    • Marvelous Designer

    • CC4 / MetaHuman / iClone

    • Substance Painter / Designer

    • Unreal Engine 5 / Unity

    • Blender / Maya

    • Photoshop, Marmoset (optional)

     

    What We Offer

    • Work on high-end characters for game and cinematic productions

    • Fully remote collaboration with a skilled and supportive team

    • Project-based contract with the potential to grow into a long-term role

    • Opportunity to work across styles: realism, stylized realism, and creatures

    • Real impact on projects delivered in Unreal and Unity pipelines

     

    How to Apply

    Send your CV and Portfolio

    More
  • · 98 views · 4 applications · 6d

    Lead Character Artist

    Full Remote · Worldwide · 5 years of experience · B1 - Intermediate
    [HIRING] Lead 3D Character Artist (Games & Cinematics) Location: Remote Type: Project-based (with potential for long-term contract) About Us HiMASTERS is a 3D outsourcing studio led by senior artists with decades of experience on top-tier projects and...

    [HIRING] Lead 3D Character Artist (Games & Cinematics)

    Location: Remote

    Type: Project-based (with potential for long-term contract)
     

    About Us

    HiMASTERS is a 3D outsourcing studio led by senior artists with decades of experience on top-tier projects and franchises including Metro Exodus, Halo, Battlefield, Microsoft Flight Simulator, War Thunder, World of Tanks, and many more. We deliver top-quality assets for both games and cinematics — stylized or realistic, always production-ready.

     

    About the Role

    We’re looking for a Lead Character Artist who specializes in semi-realistic, realistic and hyperrealistic human characters — both in game development and cinematic production. You’ll work closely with a senior team to deliver hero-quality characters with precise anatomy, clean topology, and engine-ready output.

    This is a hands-on, production-focused role for someone with deep knowledge of the character pipeline — from sculpting and simulation to texturing and final engine integration.
     

    Key Responsibilities:

    • Own and lead the character art development process — from sculpting high-resolution models to game-ready assets (retopo, UVs, baking, texturing).
    • Supervise and review work produced by the character team to ensure consistency in quality, style, and technical requirements.
    • Collaborate closely with Art Director, Rigging, Animation, Tech Art, and Game Design teams to ensure characters are visually compelling and technically sound.
    • Translate 2D concepts or photogrammetry scans into 3D characters that are production-ready.
    • Establish and maintain pipelines, workflows, naming conventions, and documentation for efficient production and onboarding.
    • Ensure optimal asset performance for real-time engines (Unreal Engine / Unity), including LODs, polycount budget, and texture memory usage.
    • Mentor and support junior and mid-level artists, providing feedback, training, and guidance when needed.
    • Research and implement new tools and techniques to improve character production efficiency and quality.
    • Drive outsourcing coordination: giving feedback, performing QA, and ensuring external deliveries match studio standards.
       

    Requirements:

    • 5+ years of experience in game development or CGI industry as a character artist.
    • 1+ years of experience in a leadership or senior position.
    • Strong portfolio showcasing realistic or stylized character art (including anatomy, costuming, and facial expression systems).
    • Expert knowledge of industry-standard software: ZBrush, Maya/Blender, Marvelous Designer, Substance Painter/Designer, Marmoset/Toolbag, Photoshop, etc.
    • Solid understanding of topology for deformation, rigging constraints, and blendshape creation.
    • Familiarity with character integration into game engines (UE5 or Unity), including material setup and shader basics.
    • Excellent communication and time management skills; ability to work across departments and manage production schedules.
    • Passion for characters, storytelling, and pushing visual quality to the next level.
       

    What We Offer

    • Work on high-end characters for game and cinematic productions

    • Fully remote collaboration with a skilled and supportive team

    • Project-based contract with the potential to grow into a long-term role

    • Opportunity to work across styles: realism, stylized realism, semi-stylized

    • Real impact on projects delivered in Unreal and Unity pipelines

     

    How to Apply

    Send your CV and Portfolio

    More
  • · 385 views · 58 applications · 6d

    3D artist

    Full Remote · Worldwide · B1 - Intermediate
    [HIRING] 3D Artist (Hard Surface modeling) Location: Remote Type: Project-based (3+ month of full-time workload, with a potential for long-term contract after that period). About Us HiMASTERS is a 3D outsourcing studio led by senior artists with decades...

    [HIRING] 3D Artist (Hard Surface modeling)

    Location: Remote

    Type: Project-based (3+ month of full-time workload, with a potential for long-term contract after that period).
     

    About Us

    HiMASTERS is a 3D outsourcing studio led by senior artists with decades of experience on top-tier projects and franchises including Metro Exodus, Halo, Battlefield, Microsoft Flight Simulator, War Thunder, World of Tanks, and many more. We deliver top-quality assets for both games and cinematics — stylized or realistic, always production-ready.
     

    ABOUT THE JOB

    HiMASTERS — is looking for Hard-surface artists to create assets for Flying simulators, Train simulators, Third-person mech shooters (PC, mobile), weapons for FPS, TPS games.
     

    RESPONSIBILITIES

    • Create 3d models and textures of planes, vehicles and machinery with high-level of similarity. Ideally using camera/photo matching techniques. Simulator projects require a high-level of similarity. Ideally there should not be a difference between a photo and a model.
    • Create hard-surface models using different techniques and pipelines (high-to-low, mid-poly, low-to-high poly)
    • Retopologize and transform 3d scans and CAD models to game ready models.
    • Ensure consistency and quality of your work and be able to match the project requirements.
    • Receive feedback and modify work based on art direction.
    • Report work progress. We require 1 screenshot and 1 sentence report regarding the work progress at the end of the day. We use it to keep our clients up to date.
       

    REQUIREMENTS

    • The main requirement is responsibility.
    • Knowledge of modern modeling pipelines
    • Functional knowledge of articulation and mechanical aptitude
    • Experience with creating PBR materials
    • Proficiency in 3ds max, blender, Zbrush, Substance painter, Fusion 3d, MOI, Plasticity
    • Intermediate English. All the documentations and communications with the clients and your Lead would be held in English.
    • Good communication and interpersonal skills and willingness to help everyone
    • Ability to create a basic machinery rigging and animations
    • Minimum experience with game engine integration (Unity, Unreal)
       

    WILL BE A BIG PLUS

    • Desire to develop as a specialist further
    • Ability to check the quality of the models and provide feedback.
    • Ability to estimate models and projects.
    • Good English written and speaking
    • Camera matching experience: Image modeler, 3ds max camera matching, Blender fSpy and Perspective Plotter.
    • CAD experience.
    • Ability to set up the asset for game engine exporting in blender and 3ds max. We do not care where the model was created. But most of the custom engines we work use 3ds max or blender addons for exporting.
    • Experience with LODs, collisions, damage model creation, emitters etc.
       

    How to Apply

    Send your CV and Portfolio

    More
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