Build and maintain the animation pipeline across DCC and engine — including MetaHuman ingestion, IK Retargeter setups, AnimBlueprint architecture, Control Rig modules, and facial animation workflows.
Set up procedural animation systems and in-game IK for gameplay features across both Killer and Survivor archetypes.
Author and maintain pipeline automation in Python and MEL (Maya), and contribute to editor tooling in Unreal where required.
Investigate, diagnose, and resolve animation bugs across multiplayer gameplay systems — including replication-sensitive issues unique to asymmetric online play.
Profile and optimize character rigs, skeletal meshes, and animation assets to meet memory and frame-rate budgets without compromising visual quality.
Build debug tools to support animators, designers, and engineers in their day-to-day work.
Share knowledge with animators and programmers, and write technical documentation that scales across a growing team.
Receive direction from the project’s Technical Animation Lead and collaborate closely with the broader animation, gameplay, and engine teams.
A minimum of 7 years of experience in technical animation in the video game industry.
Strong expertise in Maya and Unreal Engine (5.x preferred), including AnimBlueprints, Control Rig, Physics, IK Rig / IK Retargeter, and Animation Blueprint Linking.
Hands-on experience with MetaHuman — ingestion, rigging, facial animation pipelines, and runtime integration.
Solid scripting skills in Python and/or MEL for pipeline automation.
Experience shipping or supporting multiplayer games, with an understanding of animation in a networked context.
Strong rigging and skinning fundamentals, and a solid grasp of animation principles.
Experience with Motion Matching / Pose Search, Mutable, or modular Control Rig systems is a strong plus.
Live-service experience is a plus.
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