The Mill

Senior Character Artist

The Mill

Posted May 06 / Warsaw, Poland / Full time / Remote

This role can be remote in France, UK or Poland, but we cannot accept any applications from outside of these regions

Job Description

The Character Artist's primary responsibilities revolve around creating highly detailed character and creature assets for Game Cinematic and Commercial projects. 

Tasks range from crafting stylized characters to anatomically realistic humans and creatures, including facial modeling, FACS blendshapes, sculpting, retopology, texturing, and look development. 

The Character Artist collaborates with the Assets team in LA and the teams in India to ensure the sharing of knowledge, techniques, and workflows. 

There is a continuous emphasis on pushing for increased artistic and technical quality/expertise within a collaborative team, which is highly valued and encouraged.

The Character Artist possesses expertise, practices, and techniques for generating clean and efficient geometry suitable for various target outputs (e.g., rigging, simulation, photorealistic rendering, as well as real-time game engines). 

Collaboration with Asset Leads, Assets Department Supervisors, CG Supervisors, and VFX Supervisors is essential to ensure proper asset creation within the studio pipeline and meeting the specific needs of projects and clients. 

Continued collaboration with other department supervisors on workflows and pipeline is also expected.

Experience with real-time engines is highly desirable, specifically in Unreal Engine, Unity, and Frostbite.


Local Report: LA Head(s) of CG

Works With: Directors, Creative Directors, CG Supervisors, VFX Supervisors, and HODs, Producers, and Coordinators


  • Create high-quality models, UVs, sculpts, retopology, blendshapes, textures and lookdev
  • Hero Character and Creature modeling, along with hard surface models
  • Exceptional understanding of Facial Modeling and FACS blendshapes
  • Work efficiently and navigate a fast-paced environment
  • Work with the rigging department to ensure that the animators have what they need in the rigs
  • Participate in meetings with the LA / India Assets teams whenever necessary
  • Collaborate with Directors, Creative Directors, CG Supervisors, VFX Supervisors, and HODs to ensure that all work being delivered meets high-level expectations and specific project needs.


  • 5+ years experience working in high-quality asset creation (modeling, sculpting, uvs, texturing on hero assets from hard surface to characters)
  • Must be a proactive and self-driven creative problem solver
  • Proficient in Maya, ZBrush, Mari, Substance Painter
  • The ability to texture in Substance Painter and/or Mari is a plus
  • Ability to work within a new pipeline and continually look for ways to improve it
  • Understanding of Facial Modeling, FACS blendshapes, and Facial Rigging
  • Ability to texture is a plus, but not required
  • Knowledge of MEL and/or Python for scripting and tool development is a plus, but not required

Additional Information

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Technicolor complies and prohibits against discrimination on the basis of race, religion, creed, color, national origin, ancestry, medical condition (including genetic characteristics), mental and/or physical disability or handicap, marital status, sex, age, veteran status, citizenship status, sexual orientation, gender identity, political party preference, political belief, socioeconomic status, familial status, registered domestic partner status, military service, pregnancy, childbirth and related medical conditions and any other characteristic or activity protected by federal, state/provincial or local law.