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Hard Surface Modeler Jobs in Quebec (NOW HIRING)

Secondary need for hard surface object animation - vehicles, props, and other supporting objects ... An understanding of Rigging and Modeling * Ability to perform multiple tasks, set priorities and ...

Secondary need for hard surface object animation - vehicles, props, and other supporting objects ... An understanding of Rigging and Modeling * Ability to perform multiple tasks, set priorities and ...

Secondary need for hard surface object animation - vehicles, props, and other supporting objects ... An understanding of Rigging and Modeling * Ability to perform multiple tasks, set priorities and ...

... SQL to surface fraud patterns, evaluate model performance, and inform strategy adjustments ... is a hard requirement). * Based in or willing to relocate to the Greater Toronto Area for the ...

... SQL to surface fraud patterns, evaluate model performance, and inform strategy adjustments ... is a hard requirement). * Based in or willing to relocate to the Greater Toronto Area for the ...

Hard Surface Modeler information

See Quebec salary details

$10

$24

$63

How much do hard surface modeler jobs pay per hour?

As of Aug 1, 2026, the average hourly pay for hard surface modeler in Quebec is $24.99, according to ZipRecruiter salary data. Most workers in this role earn between $14.90 and $27.40 per hour, depending on experience, location, and employer.

What are the key skills and qualifications needed to thrive in the Hard Surface Modeler position, and why are they important?

To thrive as a Hard Surface Modeler, you need strong 3D modeling skills, a keen eye for detail, and a solid understanding of form, proportion, and structure, typically supported by a degree in 3D art, game design, or a related field. Proficiency with industry-standard software such as Autodesk Maya, 3ds Max, Blender, and experience with rendering engines or CAD tools are generally expected. Collaboration, creative problem-solving, and clear communication are valuable soft skills for working with art directors and interdisciplinary teams. These abilities ensure the creation of high-quality, precise models that meet project specifications and integrate smoothly within larger production pipelines.

What does a typical project workflow look like for a Hard Surface Modeler?

A typical workflow for a Hard Surface Modeler begins with interpreting concept art and technical references to create accurate block-outs, followed by detailed 3D modeling using industry-standard software. You may iterate with art leads and other team members to refine assets for visual quality and technical constraints, often optimizing models for animation or real-time engines. Hard Surface Modelers regularly collaborate with texture artists, riggers, and engineers to ensure models integrate well into the final product. The role often involves both independent work and collaborative review sessions, balancing creative input and production deadlines. This workflow allows modelers to contribute essential assets for games, films, or industrial visualizations while developing both technical and artistic skills.

What is a Hard Surface Modeler job?

A Hard Surface Modeler is a 3D artist who specializes in creating rigid, non-organic models such as vehicles, weapons, machinery, and architectural elements for films, games, and other digital media. They focus on creating clean, precise geometry with attention to detail, ensuring models meet technical and artistic requirements. Using software like Maya, Blender, or ZBrush, they often work closely with concept artists and texture artists to bring hard surface assets to life.

Infographic showing various Hard Surface Modeler job openings in Quebec as of July 2026, with employment types broken down into 1% As Needed, 82% Full Time, 14% Part Time, and 3% Contract. Highlights an 93% Physical, 2% Hybrid, and 5% Remote job distribution, with an average salary of $51,978 per year, or $25 per hour.

Senior 3D Character Artist - Unannounced project | Artiste de personnage 3D seniore - Projet non ...

Behaviour Interactive

Montreal, QC • On-site

Full-time

Posted 15 days ago


Job description

Are you ready to dive into the world of cutting-edge video game development? Headquartered in Montreal, Behaviour Interactive is at the forefront of the gaming industry, crafting unforgettable experiences across PC, console, and mobile platforms. We're a dynamic, independent studio of over 1200 passionate employees, with studios in Toronto (Behaviour Toronto), Rotterdam (Behaviour Rotterdam) and in the UK (Behaviour UK-North & South). Our day to day revolves around two core business focuses: Services and Original Games. Our Services team collaborates with gaming and entertainment giants like Disney, Sony, Activision, and Nintendo, delivering exceptional work-for-hire development and pioneering immersive location-based entertainment (LBE). Meanwhile, our Original Games unit pushes our creative limits, with our signature IPs, including the iconic Dead by Daylight. Join us and be a part of the future of interactive entertainment!

At Behaviour Interactive, we believe in giving everyone a fair shot. We embrace a diverse and creative environment where everyone is celebrated. We value folks of all ages, sex, ethnicity, colour, ethnic or national origin, religion, sexual orientation, gender identity, civil status, disability, or any other protected characteristics as per applicable law.

We are looking for a Senior Character Artist to help us build a AAA, sci-fi, FPS project in Unreal Engine with a high realism bar. In this position, you'll play a key role in defining the visual identity of our characters, bringing amazing concept designs to life. If you love creating sci-fi humans this job is for you.
 
In this role you will :
  • Model and texture realistic, sci-fi characters, which seamlessly blend organic and hard surface elements from concept through final in-engine asset.
  • Build clean topology suited for rigging complex joints and moving parts.
  • Set up and groom hair in Unreal Engine 5 for characters.
  • Partner with animation and tech animation teams throughout production to ensure characters move realistically.
  • Work with concept artist to turn character ideations into production-feasible 3D assets.
  • Shape the character art pipeline, tools, and standards as well as mentor junior and intermediate artists.
What we're looking for:
  • Minimum of 6 years of character art experience in video game industry.
  • A portfolio showing realistic characters, which seamlessly integrate hard surface elements is a requirement.
  • Proven experience setting up hair in Unreal Engine 5.
  • Expert in Blender or Maya, ZBrush, Substance Painter, and hard-surface modeling techniques.
  • Track record of close collaboration with animation and tech animation on rigging-friendly construction.
  • Experience with MetaHuman is a strong plus.
  • Experience with weapon modeling/texturing or FPS production background is a plus.
Dans ce role tu devras :
  • Modeliser et texturer des personnages realistes de science-fiction, en integrant harmonieusement des elements organiques et hard surface, du concept initial jusqu'a l'asset final integre au moteur de jeu ;  
  • Creer une topologie propre et optimisee pour le rigging de joints complexes et de pieces mobiles ; 
  • Mettre en place et realiser le grooming des cheveux pour les personnages dans Unreal Engine 5 ; 
  • Collaborer etroitement avec les equipes d'animation et d'animation technique tout au long de la production afin de garantir des mouvements de personnages realistes ; 
  • Travailler avec les artistes conceptuels pour transformer les concepts de personnages en assets 3D realisables en production ; 
  • Contribuer a l'evolution du pipeline, des outils et des standards de creation des personnages, tout en accompagnant et en mentorant les artistes juniors et intermediaires. 
Ce que nous recherchons:
  • Au moins 6 ans d'experience en creation de personnages dans l'industrie du jeu video ; 
  • Un portfolio demontrant la realisation de personnages realistes integrant harmonieusement des elements hard surface est requis ; 
  • Une experience averee dans la creation et la configuration de cheveux dans Unreal Engine 5. 
  • Une maitrise experte de Blender ou Maya, ZBrush, Substance Painter, ainsi que des techniques de modelisation hard surface ; 
  • Une experience demontree de collaboration etroite avec les equipes d'animation et d'animation technique afin de creer des personnages adaptes au rigging ; 
  • Une experience avec MetaHuman constitue un atout important ; 
  • Une experience en modelisation et texturation d'armes, ou une experience de production sur des jeux FPS, est un atout. 
Sous la supervision de la Lead de l'equipe artistique, tu collaboreras etroitement avec les leads et les directeurtrices artistiques pour donner vie a l'univers iconique et horrifique du jeu. Tu participeras a la creation de personnages marquants, ainsi qu'a la realisation d'environnements et d'accessoires. On cherche quelqu'un avec une vraie vision artistique, un il affute pour le detail et une passion pour l'horreur. Si tu es creatifve, ouverte d'esprit et que tu t'epanouis dans un environnement dynamique et collaboratif, ce poste est fait pour toi.

Prete a plonger dans le monde du developpement de jeux video a la pointe de la technologie ? Base a Montreal, Behaviour Interactif est un acteur majeur de l'industrie du jeu, creant des experiences inoubliables sur PC, console et mobile. On est un studio independant dynamique avec plus de 1200 employes passionnes, et on a des studios a Toronto (Behaviour Toronto), Rotterdam (Behaviour Rotterdam) et au Royaume-Uni (Behaviour UK-North & South). On se concentre sur deux grands axes : les Services et les Jeux Originaux. Notre equipe Services collabore avec des geants du jeu et du divertissement comme Disney, Sony, Activision et Nintendo, en offrant un developpement sur commande de premier choix et en innovant dans le divertissement immersif en lieu fixe (LBE). Pendant ce temps, notre unite Jeux Originaux repousse les limites de notre creativite avec nos IPs emblematiques, comme le fameux Dead by Daylight. Rejoins-nous et fais partie de l'avenir du divertissement interactif !

Chez Behaviour Interactif, on croit en l'equite des chances pour tout le monde et on celebre la diversite des personnes, des perspectives et des idees. C'est donc important pour nous de travailler avec des talents qui proviennent de tous les horizons, et ce, independamment de leur age, sexe, ethnicite, couleur, origine ethnique ou nationale, religion, orientation sexuelle, identite de genre, statut familial, handicap ou toute autre caracteristique protegee par les lois applicables. 
We may use artificial intelligence (AI) tools to support parts of the hiring process, such as reviewing applications, analyzing resumes, or assessing responses and identifying potential inconsistencies or verification signals in application materials based on available information. These tools assist our recruitment team but do not replace human judgment. Final hiring decisions are ultimately made by humans. If you would like more information about how your data is processed, please contact us.
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