Senior Blendshape Artist

Remote, USA
Job Terms:
Start date:
Posted By:
Karson Gries

Job Description:

Senior Blendshape Artist  

Remote, USA

We are looking for a Blendshape Artist/Facial Modeler to come aboard and work in conjunction with our riggers, the Animation Supervisor and the Character Supervisor to bring highly-realistic faces to life for both cinematic and in-game sequences. You will work with our multi-award winning team while working with AAA Worldwide Studios like Naughty Dog, Santa Monica Studio, San Diego Studio, Guerrilla Games, and more!

If you're someone who pays attention to detail, has an eye for minute differences in facial movements, and one of "those" artists comfortable making facial expressions in the mirror... We want to talk to you!


The Blendshape Artist will be responsible for bringing highly-realistic faces to life for both cinematic and in-game sequences
This person will make the final tweaks to the topology edge-flow and determine the final positioning and refinement to key assets such as eyes, teeth, tongue and eyelashes
When the model face is finalized the artist will sculpt a full array of naturalistic FACs and corrective blendshapes for expressive photorealistic humans
Sculpting a series of high-resolution wrinkle maps to add a final level of polish and nuance to the expressions
Work closely with the external clients, internal artists and outsourcing partners to keep quality and style consistent across all characters
Create and lead others in the creation of photo-realistic humans, with particular attention to advanced facial modeling and expression modeling
Lead and mentor both internal character teams and outsourcing partners to reach aesthetic and technical goals
Create documentation, communicate requirements, and provide feedback to internal artists and outsourcing partners
Constantly and proactively seek to improve the production processes, tools and pipelines for character creation, rigging and animation and rendering

At least 5 years of professional character art experience in high-end 3D games and/or films with at least 1 published title or movie
Bachelor’s Degree or equivalent
Solid grasp of realistic human anatomy with special emphasis on the head/face 
Strong understanding of Maya and basic understanding/use of blend shapes
Experience with facial rigging of any kind as well as sculpting in Zbrush, Mudbox, etc.
Comfortable making facial expressions in the mirror and ideally capable of isolating difference expressions/actions in the face
Must have extreme attention to detail and an eye for minute differences/movements in the face
The ability to grasp technical concepts at least from a broad perspective and follow technical workflows while pushing artistic limit
Self-manage and keep track of progress and troubleshoot technical issues with Maya
Brainstorm ideas that keep in mind the overall goals of the project
Desired qualifications:

Experience with facial blend shape workflows on realistic humans
Expert understanding of human anatomy
Versed in Facial Action Coding System
Experience with Blendshape Combination System plug-in
Experience with Perforce