Technical Animator / Senior Technical Animator — Quadrupeds, Unreal Engine

XsollaSerbiaOn-siteFull-timeSenior, 5–8 yearsListed 5 days ago

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About this role

RESPONSIBILITIES

- Develop and maintain animation systems for quadruped characters

- Set up Animation Blueprints, State Machines, Blend Spaces, Animation Layers

- Create and configure IK/FK, Full Body IK, and procedural animation systems

- Set up locomotion: walk, trot, canter, gallop, turns, starts/stops, jumps

- Configure blending, additive animations, sync groups, and transitions

- Work with IK Rig / IK Retargeter and adapt animations between different skeletons

- Work with motion capture data, cleanup, and retargeting

- Create and maintain Control Rig tools

- Fix foot sliding, popping, IK, and blending artifacts

- Optimize Animation Blueprints, Control Rig, and skeletal animation systems

- Develop and maintain animation systems for multiplayer projects

- Work with networked locomotion, prediction, and reconciliation

- Synchronize Montages and locomotion states in networked gameplay

- Collaborate with animators, game designers, and programmers

- Develop and improve the animation pipeline and internal tools

REQUIREMENTS

- 5+ years of experience in technical animation / gameplay animation

- Hands-on experience with quadruped characters

- Portfolio with quadruped animation examples — required

- Strong knowledge of Unreal Engine: Animation Blueprints, Control Rig, IK Rig / Retargeter, Blend Spaces, State Machines

- Solid understanding of animal biomechanics and quadruped locomotion

- Experience with rigging, skinning, and skeleton setup

- Experience with motion capture pipelines

- Experience with Maya, MotionBuilder, or a similar DCC tool

- Understanding of root motion, animation curves, notifies, montages, additive animation

- Experience debugging and optimizing animation systems

- Understanding of the differences between local and replicated character state

- Understanding of which animation states/variables should be calculated locally versus driven by replicated gameplay state

- Understanding of latency, desync, animation popping issues, and ways to minimize them

- Conversational English

NICE TO HAVE

- Experience animating large quadrupeds (not just domestic animals, but heavy/massive locomotion)

- Motion Matching / Pose Search

- Full Body IK / procedural locomotion

- Python / scripting

- C++ in Unreal

- Building animation tools

- Experience optimizing NPC crowds / large numbers of skeletal meshes