Collaborate with Technical Art, Animation, Design, and Engineering to deliver characters that are satisfying to play, engaging to look at, and push the boundaries of the hardware s capabilities,
Create animation pipeline tools for skinning, rigging, export/import of assets, etc, and train animators in the pipeline, tools, and anything else surrounding the implementation of animation assets into the game engine
Implement and supervise characters, weapons, etc inside of Unreal Engine 5, to be ready for gameplay.
Utilize tools and techniques from both the authoring and real-time pipelines to deliver skeletal characters, weapons, and objects that are highly functional, dynamic, and robust.
Develop rigging and deformation solutions and structured workflows using Maya.
Develop and maintain animation and asset tools to improve the efficiency of our rigging, deformation, and animation pipeline in Maya and Motion Builder.
Utilize animation tools within the Unreal Engine 5 to achieve the best representation of our characters, weapons, and props in-game.
RD Unreal systems related to Characters and Animation.
Skills Requirements
3 years experience in games or related fields.
Solid knowledge of Maya, Motion Builder.
Strong understanding of Python, C
Experience in Motion Capture tools, software, and hardware.
Experience in Unreal Engine character implementation and animation Blueprints, cloth, and physics.
Solid experience on Unreal Engine
Comfortable wearing multiple hats and problem-solving both in DCC and in UE4
Able to write technical documentation
Ability to self-manage tasks while communicating effectively with multiple departments in an ongoing fashion.
Passionate about pushing the boundaries of hardware limitations in inventive ways
Ability to manage your own time and work within deadlines