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3D Artist (weapon skins)

AI Summary
HyperHug is hiring a 3D Artist to create realistic weapon skins, prop textures, and materials for a mobile multiplayer survival shooter. The role includes preparing models for texturing, maintaining clean UV workflows, and optimizing assets for mobile performance. The artist will collaborate with the art lead, developers, and technical artists to integrate assets consistently into the game. Candidates need at least 1.5 years of GameDev 3D-art experience, a relevant portfolio, and proficiency with Substance Painter, Photoshop, and a 3D modeling package. Strong PBR knowledge, responsiveness to feedback, and the ability to follow an established visual direction are central to success.
Remote from
Cyprus
Salary
Undisclosed
Employment
Full Time
Experience
Senior
Published
Apply before
9 Dec 2026
Listing views
38
Application actions
1
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Opportunity details

About this role.

HyperHug is an international game development studio specializing in the shooter genre. Our main office is based in Cyprus, but our talented team works remotely from around the world. We’re developing Oxide: Survival Island, an immersive multiplayer survival shooter for mobile platforms, and we’re always looking for motivated individuals who want to grow with us, contribute their creativity, and help shape the future of our games.

As a 3D Artist, you will specialize in creating high-quality, realistic textures and skin variations for weapons and in-game props. You will work closely with the design and development teams to create compelling, visually appealing 3D assets that enhance player immersion and drive gameplay mechanics.

What You’ll Be Doing:

  • Create high-quality, realistic textures and skin variations for weapons and props, following the established visual style of Oxide.

  • Prepare and polish weapon and prop models for texturing, ensuring clean UVs and proper asset workflow.

  • Optimize textures and materials to ensure excellent performance on mobile devices.

  • Work closely with the art lead to maintain visual consistency across all skins and materials.

  • Iterate on feedback quickly and efficiently in a fast-paced production environment.

  • Collaborate with developers and technical artists to ensure smooth integration of assets into the game engine.

What We Expect From You:

  • 1,5+ year of experience in 3D art in GameDev.

  • Solid understanding of realistic texturing, including materials, roughness, dirt, and wear.

  • Proficiency with Substance Painter, Photoshop, and at least one 3D modeling package (Blender, Maya, or 3ds Max).

  • Basic knowledge of optimization techniques for mobile platforms.

  • Ability to follow art direction and adapt to an existing visual style.

  • Portfolio demonstrating prop and weapon texturing (skins, materials, or similar work).

  • English – B1+ level, Russian – C1 level.

Bonus If You Have:

  • Familiarity with Unity or other mobile game engines.

  • Understanding of PBR workflows and mobile rendering constraints.

  • Interest in survival shooters or realistic art.

What We Offer:

  • Competitive salary.

  • Remote work format.

  • A passionate and supportive team that values creativity and ownership.

  • Opportunities for professional growth.

  • A culture built on initiative, transparency, and collaboration.

Apply now >

This job listing has been manually reviewed by the Jobicy Trust & Safety Team for compliance with our posting guidelines, including verification of the company's legitimacy, accuracy of job details, clarity of remote work policy, and absence of misleading or fraudulent content.

Role DNA

A quick view of the complexity, pace, ownership and collaboration implied by the job description.

Job Complexity

3/5
EasyHard

Pace & Pressure

4/5
RelaxedFast-paced

Autonomy Level

4/5
GuidedFull ownership

Communication Load

4/5
IndependentCollaborative
AI insightThe technical scope is junior-to-mid level, but it requires polished realistic texturing, mobile optimization, and a production-ready portfolio. Fast iteration and cross-functional integration increase the practical complexity.

Salary analysis

Estimated compensation compared with the broader US market for similar roles.

Estimated job median (per year)Highly competitive
$47,500
US market range (per year)$40k–$55k
AI insightThe yearly pay period is inferred from the job context; it was not explicitly stated by the employer. No employer pay amount is disclosed; the yearly USD figures are AI estimates for a junior-to-mid-level remote game 3D artist focused on weapon and prop texturing.

Core skills

Skills and capabilities most closely associated with this opportunity.

Sample interview questions
How do you approach creating a realistic weapon skin while keeping it consistent with an established game art style?

I first review the style guide, existing assets, and gameplay context to identify material language, color limits, and wear patterns. I build a PBR material with believable roughness, metalness, dirt, and edge wear, then compare it in-engine against adjacent assets and revise based on art-lead feedback.

What steps do you take to optimize textures and materials for a mobile game?

I use appropriate texture resolutions, efficient channel packing, reusable material setups, and compressed formats supported by the target platform. I also test assets in the engine to check memory use, draw calls, visual readability, and performance on representative mobile hardware.

How do you prepare a weapon or prop model before texturing?

I check mesh cleanliness, smoothing, scale, naming, UV layout, texel density, and baking requirements. I resolve UV overlaps unless intentionally required, verify padding, and create or validate normal, ambient occlusion, curvature, and other maps before starting the texturing process.

Describe how you handle feedback when a skin does not match the desired visual direction.

I clarify the intended result, identify whether the issue is material definition, contrast, color, storytelling, or technical integration, and make focused revisions. I share clear progress updates and variants when useful so the art lead can make decisions quickly without unnecessary rework.

How would you ensure a newly textured asset integrates smoothly into Unity or another game engine?

I follow the project's naming, export, texture packing, and material conventions, then validate the asset in the target shader. I check lighting response, mip behavior, texture assignments, scale, and performance, and coordinate with technical artists or developers to fix implementation issues.

This analysis is generated from the job description. Salary estimates, role characteristics and sample answers are guidance, not employer-provided facts.
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