Technical Animator
Offre en anglaisBridge the gap between animation, technology, and gameplay by building and improving animation systems within Unreal Engine. Responsible for taking animations from DCC tools and mocap to a polished in-game result while helping establish the studio's animation function.
- Télétravail
- Canada
- Publié 20 août 2026
- 1 poste
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Résumé du poste
Senior Technical Animator Fully remote from Canada with a preference for Montreal, Quebec, or BC. Type: Full-time, Permanent Sector: Games | Action-Adventure RPG | Unreal Engine About the Studio An ambitious independent game studio building an original third-person action-adventure RPG from the ground up. The game combines dynamic traversal, strategic combat, stealth, and a reactive living world, with a strong focus on player expression and high-quality animation. The studio is small, highly collaborative, and focused on making the kind of games its team genuinely wants to play. This is an opportunity to join at a pivotal stage, help shape the animation pipeline from the ground up, and make a visible impact on a project with significant creative ambition. About the Role The studio is looking for a deeply hands-on Senior Technical Animator who can bridge the gap between animation, technology, and gameplay. You'll be the person who gets into the work, builds and improves systems, integrates animations into Unreal Engine, and helps determine what additional animation support the project needs as it develops. Working across traversal, interactions, weapons, procedural animation, and gameplay animation systems. You will be responsible for taking animation from DCC tools and mocap through to a polished, functional in-game result, working closely with engineers, technical artists, designers, and production. The role will include maintaining and refining existing animation systems, implementing new functionality, and helping raise the quality of the project's animation through iteration and polish. You will also have the opportunity to help establish a small studio animation function, including coordinating external partners and identifying when additional support is needed from animators, riggers, character artists, or other specialists. What You'll Need 5+ years of experience in game development, with a strong focus on technical animation and gameplay animation Shipped experience with Unreal Engine, ideally across UE4 and/or UE5 Deep knowledge of Unreal's animation systems, including Animation Blueprints, Blueprints, animation scripting, state machines, and gameplay implementation Hands-on experience with motion matching, IK, FK, procedural animation, and animation systems for gameplay Experience integrating traversal, interaction, combat, weapon, or character animation into a game engine Strong understanding of rigging, animation pipelines, and the relationship between DCC tools and in-engine implementation Comfortable working with Maya or comparable DCC packages Practical experience with mocap pipelines, including planning, directing, importing, processing, and integrating motion capture data Able to design and set up animation systems independently rather than relying on established studio pipelines Comfortable working autonomously in a small, distributed team and communicating progress clearly Bonus Points For Experience working with professional optical motion capture systems, such as Vicon or similar Experience creating animation systems for parkour, climbing, mantling, locomotion, or other complex traversal mechanics Experience with procedural character animation, including hand placement, weapon handling, or interaction systems Experience working on third-person action-adventure, RPG, stealth, or combat-focused titles Experience with MetaHuman or comparable character technologies Familiarity with Python, C++, or other scripting and programming languages used in animation pipelines Experience coordinating external animation, mocap, rigging, or character art vendors
Ce que vous ferez
Bridge the gap between animation, technology, and gameplay by building and improving animation systems within Unreal Engine. Responsible for taking animations from DCC tools and mocap to a polished in-game result while helping establish the studio's animation function.
Exigences
Requires 5+ years of game development experience with deep expertise in Unreal Engine's animation systems and mocap pipelines. Candidates must be proficient in Maya and capable of designing animation systems independently in a distributed team environment.
Compétences indiquées
- C++Souhaitée
- PythonSouhaitée
Autres compétences pertinentes
Relevées dans la description du poste. Confirmez les exigences importantes ci-dessus.
- Unreal Engine
- Animation Blueprints
- Motion Matching
- Rigging
- Maya
- Mocap Pipelines
- Procedural Animation
- IK/FK
- Animation Scripting
- State Machines
- Gameplay Animation
- Technical Animation
- Python
- C++
- MetaHuman
- Character Animation
Domaines d’emploi
- Creative & Media
- Software
- Art & Design
- Technology
- Engineering
Renseignements supplémentaires
- Expérience minimale
- 5+ ans
- Langue de l’offre
- anglais
- Heures de travail
- 40 heures par semaine
- Niveau d’expérience
- Mid-Senior level
- Mode de candidature
- La candidature directe est offerte