BRING OUR GAMES TO LIFE

TECHNICAL ANIMATOR

 
 

RESPONSIBILITIES

  • Work directly with animators, designers, modelers, and programmers to deliver excellent character movements, facial animations, mechanics and cutscenes.
  • Work with programmers to improve toolkit, systems, establish rigging standards.
  • Create rigs and skinning for animated organic and mechanical objects.
  • Proactively come up with ideas on how to improve animation pipeline.
  • Troubleshoot complex problems as they arise and construct solutions to unforeseen design problems in a timely manner.
  • Instructing colleagues and documenting necessary information.

REQUIREMENTS

  • Understanding of realtime skinning, IK, physics limitations and possibilities.

  • Understanding of real-world kinematics and ability to replicate physical movement using a mix of simulation tools and baked skeletal animations.

  • Ability to come up and utilize skinning tricks (folded shoulders, 2-bone ropes).

  • Familiarity with mocap and hand created animations.

  • Experience with human, exotic, and mechanical characters/objects.

  • A passion for games.

  • Minimum of 5 years of experience in rigging, animation, skinning, weighting and physics.

  • At least one shipped title on consoles.

  • Proven experience in applying modern interactive character animation techniques such as blend-trees, HFSMs, IK, and partial-body animation.

  • Excellent communicator with strong verbal and written English skills (Russian/Ukrainian is a plus).

  • Excellent problem solving and time management skills.

  • Self-direction and motivation.

  • Proactive attitude.

  • Desire to help drive the improvement of the game engine year-over-year.

  • Ability to work under strict schedule and time pressure.

Preferences

  • Experience working with procedural/physically-altered animation techniques.

  • Experience with cinematics and facial animation.

Benefits (Malta)

  • Relocation package
  • Residency/Work Permit
  • Comprehensive Benefits Package
  • Lots of Sunshine