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Salary
≈ $69k – $169k per year (Estimated)
Location
Remote (likely United States)
Seniority
Senior
Employment
Full-Time

First seen by Alion on Oct 23, 2026.

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Connect your store. Get conversion intel. Ship better ads, fast. A step-by-step guide to using Proxima for data-backed creative briefs and audience insights.
Backed by Mucker Capital

Company: Proxima Studios (Creators of Suck Up!)

Location: Remote / Flexible

Role Type: Full-Time Contract or Permanent

About Us

We are the indie team behind Suck Up!, where we turned goofy social deduction and conversational AI into pure comedic chaos (with over 200m views on YouTube). Now, we are building our next title: a management simulation that sits between the sandbox of The Sims and the chaotic/comedy of Schedule 1.

We operate small, fast, and scrappy. We value creative ownership, rapid prototyping, and people who can establish a cohesive, signature visual language from the ground up.

The Role

We are seeking a Lead 3D Generalist & Technical Artist with a cartoonist’s comedic timing and a systems-first mindset.

You will architect our character pipeline from the ground up. You will build a scalable, modular character system: designing plug-and-play facial features, swappable clothing kits, and a unified rig that lets code drive endless distinct NPCs. Your characters must prioritize bold silhouettes and comedic physicality, extreme emotional states, physical impairment, and chaotic meltdowns instantly readable in first person.

Key Responsibilities
  • Modular Character Pipeline: Model, texture, and rig a stylized, low-poly character kit with modular heads, socketed facial features, and swappable clothing that read clearly across extreme states (drunkenness, rage, distress) and across actions.
  • Master Rigging & Retargeting: Build and maintain a unified humanoid skeleton with standardized attachment sockets (hands, eyes, accessories, seats) to share animations seamlessly across all roles.
  • Smart Objects & Environments: Model modular furniture, stages, and props adhering strictly to interaction metrics, snap grids, and navmesh constraints.
  • Unity Integration: Configure character prefabs, Mecanim state machines, dynamic interior lighting, optimized materials, and essential comedic VFX (particles, mess decals).
  • Visual Direction: Establish color palettes, trim sheets, and style guidelines that creates a unified aesthetic.
What We Are Looking ForArtistic & Design Sense
  • Cartoonist's Comedic Instinct: Strong grasp of silhouette, exaggerated postures, and physical slapstick (Schedule I, The Sims). You favor punchy readability over photorealism.
  • Systemic Thinking: Experience designing reusable, modular kits meant to be mixed and matched hundreds of times.
Technical Competencies
  • Full Stylized 3D Pipeline: End-to-end expertise in Blender (or equivalent) for low-poly modeling, texturing, rigging, and skinning with clean optimization.
  • Deep Unity Proficiency: Direct experience setting up Humanoid Avatars, Prefabs, Animator Controllers, and collision hulls.
  • Sockets & Retargeting: Proven workflow for modular prop attachment, socket hierarchies, and retargeting shared animations across varied body types.
  • Code based animations: Unity C# scripting for procedural animation/IK, animation blending, target tracking, and more.
How to Apply

Please submit your resume and portfolio link.

Portfolio Priorities:
  • In-engine captures of stylized/low-poly characters in motion with distinct silhouettes.
  • Rigging and animation samples showing comedic timing and clean skinning.
  • Modular workflows (customization kits, swappable parts, grid-based props).

Originally posted on Himalayas

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