Hair & Grooming Lead — Character Art (Games)
A global art studio supplying character and environment work to AAA and AA game publishers is building out its hair and grooming discipline, and needs someone to run it. Grooming — believable, game-ready hair, fur, and similar detail — is a specialist corner of character art with its own quality bar and its own headaches. This role is for someone who's spent real time in that corner: comfortable owning the standard the team works to, unblocking artists when a groom isn't behaving, and still willing to open the software and fix it themselves rather than only pointing the way.
General Information
• Sector: outsourced character art for premium video game titles
• Contract: full-time, permanent
• Location: fully remote
• English: upper-intermediate or above, spoken and written
Tasks and Deliverables
• Stand up and run a dedicated hair/grooming capability within the character art group, shaping how the discipline works day to day
• Set and hold the artistic and technical bar for grooming work delivered across projects
• Coach artists through creative and technical snags, and give feedback that's specific enough to actually act on
• Plan and allocate the team's time across live projects and individual tasks
• Write the reference material and technical guidance the team builds against
• Sit in on interviews as a technical assessor when the studio is hiring into the discipline
• Help scope and estimate new projects, including test/trial pieces
• Keep a hand in the actual work — modelling, UV layout, and texture/texel-density work on character assets as required
• Contribute to the team's showcase portfolio
Required Experience
• A track record leading (as Project Lead, Team Lead, or similar) a grooming-focused team within game development, not just doing grooming work solo
• Comfortable being the one who signs off on quality, against both artistic taste and technical constraint
• Genuinely good at mentoring — resolving the artistic and technical problems a team runs into, and coaching without micro-managing
• Sharp visual judgement and a low tolerance for work that doesn't meet the bar
• Up to date on how the pipelines, tools, and trends in this space are actually being used right now
• Full-cycle character skill set: high-poly sculpting (ZBrush), SubD modelling (3ds Max/Maya), animation-ready topology, cloth work (Marvelous Designer), solid anatomy, UVlayout, texture baking, and texturing (Substance Painter)
• Upper-intermediate-plus written and spoken English
Nice to Have
• Experience inside a game engine (Unreal or Unity)
• Creature work alongside human/humanoid character work
• A working understanding of rigging and animation pipelines
• Strong fundamentals as a draughts person
How to Apply
To apply, please send your CV and a portfolio that puts hair/grooming work front and centre, alongside anything that shows you've led or mentored a team rather than only produced work individually.
CVs to clare@big-planet.biz




