Senior Character Texture Artist

AGBO

$80K — $95K *
Media
5 - 7 years of experience
Job Overview by Ladders

Qualifications

  • 5-8 years as a Texture Artist, Character Artist, or Surfacing Artist.
  • Expertise in organic and hard-surface character texturing, including skin and mechanical surfaces.
  • Proficient in UV strategy and texel density management for complex assets.
  • In-depth understanding of material and shader systems for layered materials.
  • Experience collaborating with cinematic and technical teams to balance creative and technical demands.
  • Skilled in Substance Painter, Substance Designer, or similar tools, along with Unreal Engine.
  • Leadership in shaping asset pipeline or workflow decisions.

Responsibilities

  • Create high-fidelity textures and materials for characters, including organic and hard surfaces.
  • Ensure character materials perform well in close-up cinematics and varied lighting.
  • Collaborate with technical artists to establish shader requirements and optimize for real-time use.
  • Translate cinematic requirements into actionable real-time solutions and vice versa.
  • Set and promote best practices for character texturing and UV strategies within the studio.
  • Coordinate with team members to maintain a consistent visual character roster.
  • Address complex surfacing challenges like dynamic material behavior and damage states.
  • Maintain organized asset pipelines and comply with established naming conventions.
  • Introduce and implement new tools and techniques within the team.

Benefits

  • Opportunity to shape the artistic direction of character texturing across gameplay and cinematics.
  • Collaborative environment working with cross-functional teams including cinematics and technical art.
  • Encouragement of innovation through tool and technique development.
  • Ability to influence studio standards and practices for character texturing.
Full Job Description
Position Summary:
AGBO is looking for a Senior Character Texture Artist to join our growing team. In this role, you will set the bar for character surfacing across gameplay and cinematics. You will work on defining how our character materials get built, structured, and optimized.

Key Responsibilities:
  • Build/own/deliver high-fidelity textures and materials for hero and principal characters - organic surfaces (skin, hair, eyes) and hard-surface elements (armor, weapons, mechanical components)
  • Work directly with cinematics to ensure character materials hold up under close-up camera work and cinematic lighting
  • Work directly with technical art to define shader requirements, material layering, and optimization for real-time performance
  • Bridge the two disciplines - translate cinematic quality demands into technically feasible real-time solutions, and back again
  • Set studio standards, tools, and best practices for character texturing, UV strategy, and material authoring
  • Coordinate with modelers, riggers, and art direction to keep the character roster visually consistent
  • Solve complex surfacing problems - customization systems, layered damage/wear states, dynamic masking, material behavior under rigging and simulation
  • Maintain organized, well-documented asset pipelines and naming conventions in line with team standards
  • Bring new tools and techniques back to the team
  • Perform all other duties as assigned

Qualifications & Skills:
  • 5-8 years of professional experience as a Texture Artist, Character Artist, or Surfacing Artist, with a strong focus on characters in games or high-end real-time production
  • Proven skill in both organic and hard-surface character texturing - skin and cloth as well as mechanical, armored, or synthetic surfaces
  • Strong command of UV strategy, texel density management, and layout for complex character assets
  • Advanced knowledge of material and shader systems - layered materials, masking, customization-driving texture setups
  • Direct experience working across cinematic and technical art, translating priorities between creative and technical teams
  • Proficiency with Substance Painter, Substance Designer, or equivalent, and Unreal Engine pipelines
  • Experience shaping pipeline or workflow decisions, not just producing assets
  • A portfolio or reel demonstrating character texturing work is required

Additional Information:
  • Candidates must be legally authorized to work in the U.S.


The job description in no way states or implies that these are the only duties to be performed by the employee(s) incumbent to this position.

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