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.
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.
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.