
Senior Technical Animator – Quadrupeds, Unreal Engine
Posted Sep 14

Posted Sep 14
This is a fully remote position, open to applicants in Serbia, +2 more countries.
• Design and uphold animation systems for quadruped characters.
• Establish Animation Blueprints, State Machines, Blend Spaces, and Animation Layers.
• Develop and configure IK/FK, Full Body IK, and procedural animation systems.
• Create locomotion setups encompassing walking, trotting, cantering, galloping, turning, starting/stopping, and jumping.
• Configure blending, additive animations, sync groups, and transitions.
• Collaborate with IK Rig / IK Retargeter to adapt animations across various skeletons.
• Handle motion capture data, including cleanup and retargeting processes.
• Develop and maintain Control Rig tools.
• Address issues related to foot sliding, popping, IK, and blending artifacts.
• Optimize Animation Blueprints, Control Rig, and skeletal animation systems.
• Create and sustain animation systems for multiplayer projects.
• Work with networked locomotion, prediction, and reconciliation techniques.
• Synchronize Montages and locomotion states in a networked gameplay environment.
• Collaborate with animators, game designers, and programmers.
• Enhance the animation pipeline and develop internal tools.
• A minimum of 5 years of experience in technical animation and gameplay animation.
• Practical experience with quadruped character animations.
• A portfolio showcasing quadruped animation examples is mandatory.
• Extensive knowledge of Unreal Engine, including Animation Blueprints, Control Rig, IK Rig / Retargeter, Blend Spaces, and State Machines.
• Strong comprehension of animal biomechanics and quadruped locomotion dynamics.
• Experience in rigging, skinning, and skeleton configuration.
• Familiarity with motion capture workflows.
• Proficiency in Maya, MotionBuilder, or similar DCC tools.
• Understanding of root motion, animation curves, notifies, montages, and additive animation.
• Experience in debugging and optimizing animation systems.
• Knowledge of the distinctions between local and replicated character states.
• Awareness of which animation states or variables should be handled locally versus those driven by replicated gameplay states.
• Understanding of latency, desynchronization, animation popping issues, and strategies to mitigate them.
• Proficient in conversational English.
• Unlimited Flexible Time Off.
• Customized career roadmap for each employee.
• Opportunities for professional development through training and educational programs.
• A supportive environment that prioritizes physical, mental, and emotional health.
• Background checks conducted following the final interview stage, where legally permitted.
• Confidential management of applicant information.
• Protection of privacy and non-distribution of personal data.
Vira Games
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