3M

3METAD

Junior 3D Modeler - Remote - Revenue Share

Job summary

San Jose
Graphic Design

Work model

Fully remote
Worldwide
2 days ago
Job description

Position: 3D Artist (Characters, Props & Environments)

Commitment: 18 Hours / Week (Fully Remote)
Compensation: 100% Revenue Share (Pre-Revenue / Equity Model)

WHO WE ARE

We are 3METAD. We were founded on the belief that small teams can build serious games and we don't need anyone's permission to do it. We operate as a revenue-share indie game studio. We do not chase hype; we care if it plays well.

We are currently in active development on our flagship fantasy property, Orc Nation 3D, built in Unreal Engine 5.6. Our team is made up of veteran developers, artists, and engineers who work full-time day jobs and spend their nights building AA-quality games. We don't have investors, we don't do corporate fluff, and we don't carry passengers. We are looking for builders who want to own a piece of what they create.

THE ROLE

We need a 3D Artist who can own asset creation from concept to engine integration. You will sculpt, model, retopo, UV, and texture characters, enemies, mounts, and NPCs. In addition to organic modeling, you will build weapons, props, architecture modules, siege tools, vehicles, and set-dressing assets.

WHAT YOU WILL DO

  • Create armor sets, variants, and modular kits aligned with Orc Nation style and technical limits.
  • Ensure assets are game-ready: correct scale, pivots, LODs, collision (where needed), and proper naming.
  • Maintain clean topology, UV layout, texel density, and consistent material usage.
  • Build modular kits and variants that can be reused across biomes, modes, and projects.

THE REALITY (HOURS & COMPENSATION)

I want to be completely transparent so we don't waste each other's time:

  • 18 Hours per week: This role is scoped around an average of 18 hours per week on a flexible schedule. We do not micromanage hours or "time logs".
  • No Salary: This role is compensated through a revenue-share model only. There is no salary, stipend, expense coverage, or guaranteed minimum payment.
  • Revenue Share: You are paid only when a product or collection you actively contributed to is released and generates net revenue. No sales = no payout. You only participate in revenue from products you helped build or support. You are building equity in a product, not collecting a wage.

WHAT WE NEED FROM YOU

  • Proven Portfolio: We care about your execution. You must provide a portfolio demonstrating clean topology, optimized poly counts, and high-quality textures. (Applications without a portfolio will be ignored).
  • Technical Chops: 2+ years of proficiency in Maya or Blender for both organic and hard-surface modeling.
  • Texturing: 2+ years of experience using texturing tools like Substance Painter or Quixel to create PBR materials and shaders.
  • Unreal Engine Knowledge: Familiarity with Unreal Engine's blueprint systems for primary and advanced shader configurations.
  • Self-Driven: You need to be able to take a concept, model it, optimize it, and prepare it for the game engine with minimal hand-holding.

THE PROCESS

  1. Apply: Submit your resume and your 3D Portfolio.
  2. The Test: If your portfolio fits, we will give you a short, 1-week test assignment to prove your modeling, topology, and optimization skills.
  3. The Interview: If you pass the test, we jump on a call to align on vision, culture, and the reality of the rev-share model.

If you are ready to bet on your own skills and build something real, apply below.