[PAID] Character Artist & Combat Animator Needed for FORGED MMORPG — Unreal Engine 5.4

We’re developing FORGED, a classless fantasy MMORPG with existing gameplay, networking, inventory, equipment, crafting, and progression systems.

We’re looking for a 3D character artist and a combat animator, either separate specialists or a team, to create assets that integrate into our existing Unreal project.

Character artist

Our initial goal is one production-quality representative player character with:

  • A grounded fantasy appearance.
  • A game-ready rig, clean topology, UVs, and PBR textures.
  • Modular clothing/armor and interchangeable weapons suitable for our equipment system.
  • A documented skeleton and attachment setup compatible with our existing animation pipeline.
  • A structure that can support additional characters and equipment later.

We’ll agree on the initial character, armor pieces, visual references, and technical budget before work begins.

Combat animator

Our immediate paid proof is two alternating two-handed sword attacks, one from each opposite side:

  • Both hands remain on the sword; no shield.
  • Clear, convincing swings with believable weight and controlled recovery.
  • Ordinary basic attacks—not overhead chops, spins, or special-attack animations.
  • In-place animations demonstrated both stationary and while moving.
  • Clean weapon alignment without obvious sword/body intersections.
  • A runnable Unreal sample demonstrating the result.

After a successful proof, we intend to expand into locomotion, additional weapon sets, held directional blocking, hit reactions, and death animations. We are not seeking dodge-roll animations.

Technical requirements and delivery

Our main development project uses Unreal Engine 5.4.2. Please confirm compatibility before starting and identify your proposed skeleton/rig.

Deliverables must include:

  • Editable native source files.
  • FBX exports and relevant textures.
  • Unreal assets and a runnable sample project.
  • Clear import, retargeting, and integration instructions.
  • Disclosure of any third-party assets, plugins, or licensing restrictions.

Please reply with

  1. Relevant character and/or melee-animation portfolio examples.
  2. Your role, software, and proposed rig/skeleton.
  3. Availability and estimated turnaround.
  4. A quote for the initial paid milestone, including revisions.
  5. Whether you can support ongoing work after the proof.

We’ll begin with a clearly scoped paid milestone before committing to a larger contract. Existing work should be preserved and integrated; we are not looking to rebuild the game.

Please reply here or send me a private message.

Hi,

The combat animation requirements look like a good fit for our team at Apple Arts Studios.

We are a motion capture and animation production studio with 15+ years of experience, supporting game development through character animation, body mechanics, animation cleanup, retargeting and Unreal Engine workflows.

We would be interested in taking on the initial paid combat animation milestone, particularly the two alternating two-handed sword attacks, focusing on believable weight, clean weapon alignment, controlled recovery and compatibility with your existing animation pipeline.

We work as a studio-managed production team, rather than individual freelance artists, and can also support additional locomotion, combat and character animation requirements as the project expands.

Showreel: https://www.appleartsstudios.com/show-reel

We’d be happy to review your existing skeleton/rig, Unreal Engine 5.4.2 setup, animation references and expected deliverables, then provide a proposed workflow, turnaround, quotation and revision scope for the paid proof.

Looking forward to hearing from you.

Best regards,
Hari Krishna
Business Development Manager
Apple Arts Studios
hari@appleartsstudios.com

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