You own everything on screen that moves and reads as alive.
Apply for this roleThat covers gameplay enemies, the ambient motion that makes an arena feel like a place, a boss the room stops to look at, and the intro and outro cutscenes you build with the environment artist. All of it plays on a ten-foot projection in the dark, watched half-attentively — so silhouette and movement carry the read, and fine surface detail largely disappears.
Rigging is the emphasis. The same character may need an authored cinematic performance in an intro and a clean procedural reaction mid-round, where the input arrives as a live coordinate rather than a cue you can animate around. This role owns the character pipeline end to end.
Every team either builds a new game for Obsidian or takes one already running in the bay and makes it better.
ideal, not mandatory — a strong character artist from any track is welcome
A master’s degree in a related field counts the same as the tracks above — an MS or MFA is equally welcome.
The 180 hours are the commitment; the calendar is not. Twenty hours a week for about nine weeks is what we expect in practice, but the weeks don’t have to run consecutively and the pace can flex. We set a schedule with you at the start and work around holidays, travel, and your other commitments.
This is a part-time, paid position and does not include benefits.
How to apply
Email [email protected] with Character Modeling & Animation Artist in the subject line. Send all four of these — an application missing one of them is hard to act on, and we would rather not have to come back and ask.
Opens your mail client with the details pre-filled. Attach your resume before you send.
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