Omeda Studios
Senior Character Artist – Outsourcing

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Omeda Studios
Omeda Studios is a remote-first game studio and the team behind Predecessor, a fast-paced third-person MOBA built in Unreal Engine 5 for PC, PlayStation and Xbox. Since launching in 2024 we've grown past two million players, and we ship new heroes and cosmetics on a continuous patch cadence.
A growing share of our character content is produced with outsourcing partners, and we're looking for someone to own that relationship from the art side. You'll be the person our partners talk to, the person who decides whether a delivery meets the bar, and the person whose feedback raises the standard of the next one.
Please read this part carefully. This is not a pure hero production role. At least half of your time is outsourcing: reviewing submissions, giving feedback, and holding the technical line. The remainder is internal reviews and hands-on hero and skin production. If your ambition is to spend most of your week sculpting, this isn't the right role for you, and we'd rather say so now than at the offer stage.
In This Role You Will
- Act as the artistic and technical point of contact for our outsourcing partners, running day-to-day communication across stage-gated deliveries
- Review every delivery and give clear, actionable technical feedback, paint-overs and annotated screenshots included. Make sure that feedback carries across assets instead of being re-issued round after round
- Be the technical sign-off gate. You approve each stage before the next one starts, from block-out through high poly, low poly and UVs, textures and final package
- Give technical input at concept stage: what we can reuse from existing characters, what has to be built new, and what should change so a design packs cleanly into our texture sets and lines up with the existing rig. Our Art Director owns the concepts, you make sure they're producible
- Review estimates from our partners and be an active part in challenging them together with production
- Prepare what our partners need to start, including base meshes and rigs, block-outs, smart materials and the per-asset technical notes that go with them
- Keep our character art standards current and make sure they're adhered to, covering budgets, naming and file conventions, texturing and mask workflows and rig requirements. Most of this is written already, so this is maintenance and enforcement rather than starting from scratch
- Step in and finish an asset in-house when a delivery isn't going to reach the bar in time, and contribute to internal hero and skin production
Reasons to use Rodeo
I’m in my final year doing Economics and I don’t know whether to apply for grad schemes now or do a masters first. What do you think?
Honest answer — it depends on where you want to end up. A lot of top grad schemes (Big 4, civil service, banking) don’t need a masters. Let’s look at the ones you’d be competitive for now, and we can decide if a masters actually adds anything.
Also worth knowing: most autumn 2026 applications are open now. Timing matters more than you think.
Start with a chat, not a search bar
Grad scheme, placement, apprenticeship? Not sure what you want yet — that's fine. Your agent talks it through with you and turns "I have no idea" into a shortlist.
Graduate Consultant — 2026 Scheme
Why you're a good match
StrongYour economics background and your summer at a regional bank line up with what PwC looks for on the consulting scheme. Applications close in four weeks.
See breakdownIt searches the market for you
Every day your agent scans the market matching roles against what actually matters to you, not just keywords on a CV.
Why you're a good match
You’ve got the grades and the economics background, and your bank internship is exactly the experience this scheme looks for. Apply soon — deadlines close within the month.
Experience fit
Your summer at the bank plus your econometrics coursework map directly to the day-one responsibilities on this scheme — client modelling, market briefings, and deal support.
Only hits
No noise. No "maybe this fits." Just roles with a clear explanation of why they're right — and where to focus when applying.
What We're Looking For
- 5+ years in character art for games, with at least one shipped title
- Direct experience of outsourcing, from either side of the table. Time at or with an external development partner is a real advantage here, because you'll know what a partner needs to succeed and where estimates get optimistic
- A strong portfolio of realistic, game-ready characters
- Expert knowledge of ZBrush, Substance Painter and Maya, plus a solid grasp of 3ds Max, PBR and layered, mask-driven material workflows
- Hands-on Unreal Engine 5 experience, including material or shader setup, texture sets, LODs and how character assets behave in a live game
- Modelling with skin production in mind. Our skins have to fit a hero's existing skeleton, so joints and pivots need to line up exactly and topology has to deform cleanly
- An eye for sculpt quality, able to tell polished form from box-modelled surface noise and explain the difference in a way someone can act on
- Able to break a piece of work into tasks and days, and to judge when a quoted number doesn't add up
- Excellent written English, and the confidence to give direct feedback kindly and precisely. Most of your communication will be written and asynchronous
- Working hours aligned with the UK, or slightly later for more overlap with our US-based team


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Nice to Have
- Hair card and groom creation with FiberShop
- Marvelous Designer and cloth simulation setup
- Skinning and weight painting
- Experience managing more than one partner in parallel
- Familiarity with Perforce
- Passionate about MOBAs
Benefits
- Global, remote team
- 25 days holiday inclusive of bank holidays
- EMI Stock Options
- Healthcare
- More to come!
“It took my CV and asked me questions relevant to understanding what kind of jobs to suggest for me. Suggestions were almost perfect. Jobs were exactly what I’ve been looking for.”
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