What are you working on?
- ▪The name of the project(s): Unannounced rock-horror story-driven game
- ▪At what stage of the project(s)? Early prototype. Story and vision are defined, but core art, characters, animation, and UE5 vertical slice are still being built.
- ▪Genres: Action, Adventure
- ▪Platforms: PC, Console
We are a small independent game team building an unannounced rock-horror story-driven game in Unreal Engine 5.
The project sits at the intersection of games, horror, and rock / metal culture, with creative input from world-class music talent.
The project is currently in prototype / vertical slice stage. This means the work is practical, hands-on, and visible quickly in the build. We are looking for people who like early-stage projects, can work from rough direction, and can help turn a prototype into a stronger pitch demo.
You will work directly with the project leads, with fast feedback and clear short-term goals. The team is small, so good work has real impact.
Team size and structure?
Small independent team with project leads, writer/story support,Unreal development support, character art, and external freelancers/studios as needed
For which tasks (responsibilities)?
Target
Help prepare custom stylized-realistic characters for a short Unreal Engine 5 vertical slice. The main focus is technical character setup / MetaHuman-compatible workflow, not gameplay animation.
Tasks
- ▪Review custom character models and advise on topology, mesh separation, A-pose / T-pose, clothing, hair, and rig-readiness.
- ▪Prepare or guide custom character meshes toward MetaHuman-compatible body and face use in UE5.
- ▪Support body rig / retarget setup, skinning, deformation checks, and animation-readiness testing.
- ▪Help define what character artists need to deliver: source files, mesh structure, textures, naming, poses, and technical constraints.- Test characters in Unreal with basic animation / mocap / retargeting where needed.
- ▪Work with character artists and Unreal developers to identify what is ready, what needs cleanup, and what is risky.
- ▪Create short practical pipeline notes so future characters can follow the same rules.
- ▪Keep scope realistic for a prototype / vertical slice.
What kind of professional are we looking for?
- ▪Unreal Engine 5 character setup experience.
- ▪MetaHuman, custom MetaHuman, Mesh to MetaHuman, MetaHuman-compatible workflow, or similar custom character pipeline experience.
- ▪Strong understanding of character topology, skinning, deformation, skeletons, retargeting, and rig-ready asset preparation.
- ▪Ability to work with custom stylized-realistic character meshes, not only default MetaHuman Creator characters.
- ▪Ability to explain clearly what can be handled by a character artist and what needs technical character / rigging support.
- ▪Comfortable reviewing WIP assets and giving practical production feedback.
Nice to have
- ▪MetaHuman Animator, Live Link Face, ARKit blendshapes, facial rigging, or facial capture workflow experience.
- ▪Control Rig experience.
- ▪Mocap retargeting or mocap cleanup experience.
- ▪Rokoko Studio / Rokoko Smartsuit workflow experience.
- ▪Sequencer character setup experience.
- ▪Maya, Blender, MotionBuilder, FaceForm, Wrap3D, R3DS Wrap, Rokoko, Xsens, Move.ai, or similar pipeline experience.
- ▪Cinematic, horror, third-person, or narrative game experience.
What is important for us in a person?
- ▪Clear technical communication.
- ▪Practical about prototype / vertical slice constraints.
- ▪Able to explain risks without overcomplicating them.
- ▪Comfortable working with incomplete WIP assets.
- ▪Good collaboration with character artists, animators, and Unreal developers.
- ▪Reliable with updates and delivery.
Why do we enjoy working here?
- ▪Help define the character pipeline for an early-stage Unreal project.
- ▪Work on stylized rock-horror characters, not generic assets.
- ▪Direct impact on whether the main characters can work in the vertical slice.
- ▪Direct feedback from project leads.
- ▪Good portfolio material if the trial goes well.
What are the conditions and bonuses?
- ▪Remote work.
- ▪Freelance / contract setup.
- ▪Short paid technical test first.
- ▪Flexible schedule by agreement.
The selection process
- ▪Send examples of UE5 / MetaHuman / custom character setup work.
- ▪Short intro call or message exchange.
- ▪Small paid technical test on one character / workflow question.
- ▪Continue on vertical slice character pipeline support if the test fits.
Please include what you personally did on each example: body setup, face setup, skinning, rigging, retargeting, Control Rig, MetaHuman Animator, mocap cleanup, Unreal integration, etc.