Game Studio Contract → Full-time Remote (Canada) Async-friendly

3D Generalist / Technical Artist.

A T-shaped 3D person we can lean on across game and AR projects — modeling, texturing, light tech-art, build pipeline tuning. We have written about how we handle 3D as a small team; this is the role that has been missing from that workflow.

Reports to
Studio lead
Rate
CAD $65 – $90 / hr
Engagement
20–30 hrs/week to start
Posted
March 4, 2026

About the work

We have two engineers on the game side who can blockout and prop-model, but neither of them is going to ship a hero asset. We end up sourcing characters and signature props from contractors, and the seams between contractor work and our pipeline cost us time on every project.

This role exists to close those seams. You would be the person who turns concept art into in-game assets, owns texturing for hero items, fixes the rigging pipeline once and then keeps it working, and writes the one-page asset spec each project needs but never quite gets.

What you'll actually do

  • Model, texture, and integrate hero assets and characters into Unity. Hand-off ready, with LODs and a sensible material setup.
  • Own the asset pipeline: naming, scale, axis conventions, source-file versioning. Write it down once so the next project does not start the convention argument again.
  • Build small tools or scripts (Blender / Python, Unity editor scripts) when a tool would save the studio more time than it costs to write.
  • Quality-pass other 3D work coming in — including some asset cleanup of contractor deliverables.
  • Sit in 1–2 syncs per week. The rest is async on your own time zone (within Canada).

What you bring

  • Three-plus years in 3D production for real-time, with at least one game or AR experience you can show us in-engine, not in renders.
  • Strong Blender chops. Maya / Max acceptable but we live in Blender.
  • Comfortable in Unity: materials, lighting, basic shader graph. URP/HDRP literacy.
  • Texturing in Substance 3D Painter for hero assets.
  • Rigging and skinning for stylized characters. You do not have to be a rigger — you do have to be able to fix the rig the contractor sent us at 11pm on a Friday.
  • Eligible to work in Canada (we are not hiring contractors outside the country for this).

What we are not looking for

  • Pure environment artists or pure character artists. The role is breadth-first.
  • Cinematic / photoreal generalists. Our work is stylized and runs on phones.
  • Artists who do not want to touch code or pipeline. The "Technical Artist" half of the title is load-bearing.

How we interview

  • Portfolio call (45 min). Walk us through three pieces of work, one of which is in-engine.
  • Paid trial week. We pick one real, scoped task — a single hero asset, say — and pay you to do it on your own time over the next two weeks. CAD $1,500 flat, whether or not we move forward.
  • Debrief and offer. We talk through what you would change, how the handoff felt, and what your hourly rate would be.

Benefits, plainly

  • Hourly rate as listed above, paid every two weeks.
  • Async work, with two short syncs per week. Roughly 20–30 hrs/week to start; can grow to full-time within 4–6 months if both sides want.
  • If we convert to full-time, you get the same vacation, health, and learning budget as everyone else.
  • No equipment provided in the contract phase. We will fund a Quest 3 / iPad / etc. when a project needs it.

Send a portfolio link and a short note to careers@startpro.ca. Please point at one piece of work you would defend technically — not just visually.