First seen by Alion on Oct 26, 2026.
About ROUVY
ROUVY is an indoor cycling app that lets riders train on real-world routes from home. Our 3D team brings riders and their bikes to life on mobile, desktop and TV.
We combine sport, technology and gaming to create an immersive indoor cycling experience. Now, we’re looking for an experienced 3D artist to help us take our rider avatars and bikes to the next level.
Read more about us on our CzechCrunch profile.
Your mission
You’ll own ROUVY’s 3D character and bike pipeline end-to-end. You’ll set the standards, build realistic riders and bikes, and deliver optimised assets that look great and run smoothly on every platform we support.
What you’ll do
Create realistic, real-time rider avatars (body, clothing, helmets, shoes, accessories) and bikes and equipment (frames, wheels, components, customisable parts).
Rig and animate riders and bikes: cycling animation clips, IK for pedals, handlebars and saddle contact, retargeting.
Build realistic PBR materials and shaders in URP for skin, fabric, carbon, metal and paint.
Own the pipeline from DCC tool to delivery in Unity: import presets, naming conventions, asset validation.
Define and enforce per-platform asset budgets (poly count, LODs, bone count, texture memory, draw calls) for mobile, desktop and Apple TV.
Design modular, customisable asset structures (swappable bike parts, clothing variants, colourways).
Package and deliver content efficiently with Addressables/AssetBundles.
Brief, review and quality-check outsourced assets.
Work closely with Unity developers and designers, mentor other artists, and document the pipeline.
Must-haves
5+ years creating real-time 3D assets for games or apps, with at least one shipped Unity project.
A portfolio of realistic real-time characters and hard-surface assets, ideally shown in-engine.
Strong modelling for both characters and hard-surface assets: clean topology, UVs, texel density, high-to-low-poly baking.
Realistic PBR texturing in Substance 3D Painter.
Expert in Blender, Maya or 3ds Max.
Character rigging and skinning for real-time, including bone-count limits, blend shapes and LOD-friendly rigs.
Animation: keyframed clips, Unity Animator/Mecanim, Humanoid retargeting, IK setups.
Deep Unity URP knowledge: materials, Shader Graph, lighting, LOD Groups, prefab variants.
Proven multi-platform optimisation (mobile, desktop, TV): LODs, vertex budgets, texture compression (ASTC/ETC2), atlasing, SRP Batcher/GPU instancing.
Efficient bundling with Addressables/AssetBundles, keeping dependencies and bundle size under control.
Experience defining art pipelines and standards for a team.
Fluent English.
Nice-to-haves
Profiling with the Unity Profiler, Frame Debugger and Memory Profiler.
Writing shaders in HLSL.
Scripting for pipeline automation: Python in your DCC tool, C# editor tools in Unity.
Mocap cleanup, Unity’s Animation Rigging package.
Photogrammetry or 3D scanning (e.g. for real bike models).
Experience with licensed brand assets (bike or apparel manufacturers).
AI-assisted concepting or texturing tools.
Passion for cycling or endurance sports.
What we offer
We regularly head out on ROUVY weekends together.
We run a year-round indoor cycling competition with great prizes.
You can join us for a weekly swim session, with the lane paid for by ROUVY.
We’ll lend you a smart trainer to use at home if you want to train regularly.
And our flagship initiative is Make Your Sports Dream Come True - we’ll support you in pursuing your own sporting goals, too.

