[Hiring] Animator, 3D artist and 2D artist for an innovative, narrative-heavy serious game


Monochrome Beauty

An innovative, narrative-heavy serious game surrounding a psychosocial issue

A sneak peek at the game in question

Screenshots (Screenshots may appear too dark or light, depending on the display.)

Despite the late hour, Arifa, a friend of yours, invites you to her apartment. She is sitting in the dark, and – noticeably agitated – seems to be in need of someone to talk to. As Arifa begins to recount the events of the day, you put yourself in her position and try to live through her experiences yourself, slowly unveiling more and more about the psychosocial problem she is facing, the ramifications coming with it … and why all of that extends far beyond just her.

Monochrome Beauty expresses a thesis, presents the current and ideal state and examines the latter for feasibility and meaningfulness, ultimately leading to a recommendation for action based on the resulting ethical evaluation.
It attempts to do so without being overly preachy or moralising, but by embedding these points into a dramatic, self-explanatory narrative, to not only convey the mental side of this issue, but to also provide further undistorted sensory information, in order to have a better understanding of the impacts in play.
For this purpose, many of the game’s elements are based on the idea of maximising the amount of information to impart and the quality of doing so. These features include:

  • Almost no extra-diegetic components, instead partially even an extension of the game to reality
  • Shifts in core mechanics, depending on the emotional state of the protagonist
  • Context-sensitive gameplay in synergy with the plot and not just as an onerous vehicle to drive the latter
  • Specific changes in perspective, in order to maximise empathy and immersion

Roles up for grabs

Though the game itself is created using the Unreal Engine, many of the steps needed to complete it are obviously done in external programs like Blender, Photoshop and the like. Here are three of the jobs mainly consisting of such steps:


  • Game-crucial main responsibility:
    o Animating a few, but realistic, facial expressions using an existing rig
  • Subordinate and additional, important responsibilities:
    o Producing a few, but realistic body animations using an existing rig
    o Collaborating with the designer, to set up and implement the character animation system in Unreal Engine 4
    o Possibly researching animation assets to download

3D artist

  • Game-crucial main responsibility:
    o Modifying the facial characteristics of an existing asset
  • Subordinate and additional, important responsibilities:
    o Modelling game assets and possibly collaborating with the 2D artist, in order to get textured, game-ready models for usage in Unreal Engine 4
    o Possibly researching 3D assets to download

2D artist

  • Game-crucial main responsibility:
    o Designing in-game magazines, posters, screen(shot)s etc.
  • Subordinate and additional, important responsibilities:
    o Making PBR materials and possibly collaborating with the 3D artist, in order to get textured, game-ready models for usage in Unreal Engine 4
    o Possibly researching 2D assets to download
    o Possibly designing the game thumbnail, logo, cover etc.

What else is there to be said?

The initial research for the project started in early 2017. A number of interruptions and a few hundred pages of notes, concepts, tests, drafts, and the like later, there is a screenplay/design document as well as an in-engine prototype, as well as some of the more refined and advanced level design sections and mechanics.

Of the advertised jobs and with an estimate of a few hours per week, none’s main work is expected to take longer than a few months, depending on the role and how much time you are able and willing to devote, possibly even just a few weeks. The intended period for this to happen is somewhere between February and May (once again depending on the specific role and the person doing it).

Unfortunately, surprise, there is no real budget to pay everyone off; Inspiratio Studio currently only has a very small team working on Monochrome Beauty, most of them as a leisure activity. However that does not mean we don’t appreciate every external contribution that goes into making such a game – we definitely do. It is just that unfortunately, surprise, there is no real budget to pay everyone off.
Still, working on Monochrome Beauty could not only be an interesting experience and enhance your portfolio, but also bring in new friends and industry contacts, and possibly even lead to building up a reputation and/or winning one or the other award.

So … what’s next?

If you are interested in one (or even several) of the roles, please don’t hesitate to contact us at [email protected]!
Just go ahead, even if you don’t fit every of the listed responsibilities, as qualities like reliability, perseverance and eagerness to improve can more than outweigh skill alone. There is no fixed deadline, but for a good shot, the recommendation would be to apply before mid-February, the sooner the better.

We are looking forward to hear from you, so we can have a relaxed, non-binding chat, get to know each other and hopefully work together!