People Can Fly is hiring Principal Character Artist
People Can Fly is looking for a Principal Character Artist to join the Art team on Project Florence in Warsaw, Poland. The role focuses on creating high-quality characters, creatures and props for a AAA game, from high-poly sculpting and organic modelling to low-poly assets, PBR texturing and in-game shaders. You’ll work closely with Art, Animation and Technical teams, help maintain the project’s visual quality, and share your expertise with other artists. This is a full-time remote/hybrid position for experienced game artists based in Europe. Job Summary : Principal Character Artist Job Detail Information Job Title Principal Character Artist Company People Can Fly Project Florence Department Art Industry AAA Game Development Location Warsaw, Poland Work Arrangement Remote / Hybrid Employment Type Full-time Experience Level Principal / Experienced Eligible Candidates Game industry professionals based in Europe Key Skills Character Modelling, Sculpting, Texturing, PBR, Unreal Engine Software Maya, 3ds Max, Modo, Blender, ZBrush, Marvelous Designer, Substance Designer, Substance Painter, Photoshop, Unreal Engine About the Role People Can Fly is looking for an experienced Principal Character Artist to join the Art team working on Project Florence. As a Principal Character Artist, you’ll play an important role in creating high-quality characters, creatures and related assets that fit the project’s visual direction and technical requirements. You’ll work closely with the Art Director, Leads, Animation, Technical Art and other departments to establish and maintain a strong visual standard across the game. You’ll also help explore new techniques, improve workflows and share your knowledge with other artists. This role is ideal for a senior-level character artist who has a strong artistic eye, excellent technical skills and the ability to work independently while helping raise the quality of the wider team. About People Can Fly People Can Fly is an independent AAA game development studio with more than 20 years of experience in the industry. Founded in 2002, the studio is known for games including Painkiller, Bulletstorm, Gears of War: Judgment and Outriders. People Can Fly has teams working across Poland, the UK, Ireland, the US and Canada, as well as remote locations. The studio has extensive experience with Unreal Engine and continues to develop ambitious action games and new interactive experiences. Current projects include Gears of War: E-Day, developed in collaboration with Microsoft, Project Echo for KRAFTON, Lost Rift, an original IP developed in-house, as well as other projects across new platforms and technologies. What You’ll Do Character & Creature Creation You’ll be responsible for creating high-quality character and creature assets that fit the game’s world and visual style. Your work will include: Creating detailed characters, creatures and props for the game. Developing assets that meet both artistic and technical requirements. Creating believable characters with strong personality and visual appeal. Building characters from initial concepts through high-poly and low-poly stages. Creating detailed high-poly sculpts and optimized game-ready models. Creating realistic clothing, accessories, armor and other character elements. Creating complex creatures, including bipeds, quadrupeds and other creature types. Working on both organic and hard-surface elements. Creating and refining textures using modern PBR workflows. Setting up or adjusting surface shaders for in-game characters. Art Direction & Quality You’ll help maintain a consistent visual standard across the project. You’ll: Work with the Art Director and Art Leads to understand and develop the project’s visual direction. Help establish artistic benchmarks and quality standards. Ensure character assets remain consistent with the game’s universe and style. Review your own work and identify areas where the visual quality can be improved. Help push the quality of character art across the project. Interpret concept art while also using your own artistic judgment when appropriate. Adapt your techniques and workflow to meet the project’s specific artistic requirements. Production & Deadlines You’ll also be responsible for delivering work efficiently within the production schedule. This includes: Completing assigned work according to project specifications. Following established production pipelines and workflows. Delivering high-quality assets within agreed deadlines. Troubleshooting and fixing asset-related issues. Documenting research, development and technical solutions when necessary. Sharing useful R&D findings with the team through the project’s knowledge base. Collaboration Character art requires close collaboration with several departments. You’ll work with: Art Directors and Art Leads Character and Animation teams Technical Art Engineering and other technical departments Other artists and production teams You’ll help ensure that characters work correctly both visually and technically in the game. You’ll also participate in discussions about new techniques, tools and workflows that can improve the character art pipeline. Mentoring & Knowledge Sharing As a Principal-level artist, you’ll also have opportunities to support the wider team. This may include: Sharing your knowledge and techniques with other artists. Providing constructive feedback during art reviews. Helping improve the quality of character assets. Supporting R&D initiatives with Technical Art and Animation teams. Helping develop better workflows and production techniques. Supporting recruitment activities when required. Helping with the onboarding of new team members. What We’re Looking For We’re looking for an experienced character artist with a strong portfolio and a deep understanding of character creation for games. You should have: A strong portfolio demonstrating high-quality character modelling and texturing. Professional experience working in the game industry. Excellent knowledge of 3D modelling and sculpting workflows. Strong organic modelling skills, particularly for human characters and faces. Experience creating realistic and believable clothing and character details. Strong anatomical knowledge of human and animal forms. Experience creating both bipedal and quadrupedal creatures. Strong hard-surface modelling skills for assets such as armor, weapons and character equipment. Experience creating both high-poly and low-poly game-ready models. Strong understanding of textures and modern PBR workflows. Experience with Substance Painter or similar texturing software. Experience working with Unreal Engine. A strong understanding of art fundamentals, including: Shape Form Texture Value Colour Proportion Anatomy The ability to interpret concepts and turn them into production-ready 3D assets. The ability to develop or adapt to a specific art style with minimal supervision. Strong communication and collaboration skills. A proactive and solutions-oriented approach. The ability to adapt to changing project requirements and workflows. Software … Read more