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Роль четко сосредоточена на анимационных системах в Unreal Engine, а пакет льгот и заявленный фокус на балансе работы и личной жизни выглядят привлекательно; требование иметь право работать в США ограничивает круг доступных специалистов.
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Только с правом на работу в СШААктуальные инструментыПонятная зона ответственностиАкцент на балансеЧувствительные темы
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Текст:
Hirify AI/Оригинал
TL;DR
Senior Technical Animator - Art Center Team (Unreal Engine): Building reliable animation systems, character rigs, reusable tools, and production workflows for fantasy and science-fiction game projects with an accent on Unreal Engine 5, Control Rig, MetaHuman integration, and asset-to-engine pipelines. Focus on designing maintainable runtime systems, troubleshooting complex rigging and animation issues, optimizing performance, and enabling animators and technical artists to work independently.
Location: Remote within Alaska, Arizona, California, Colorado, Connecticut, Florida, Georgia, Illinois, Maine, Missouri, New Jersey, Nevada, North Carolina, Ohio, Pennsylvania, Texas, Washington, or Wyoming; Los Angeles area preferred. Applicants must be legally authorized to work in the United States.
Salary: $100,000–$150,000 annually.
Company
Snail Games develops and publishes online gaming and digital entertainment, including fantasy and science-fiction game projects.
What you will do
Design, build, and maintain Unreal Engine 5 animation systems using Animation Blueprints, state machines, blend spaces, montages, layered animation, and Blueprint scripting.
Develop character rigs, Control Rigs, retargeting workflows, MetaHuman animation integration, and DCC-to-Unreal workflows.
Own animation integration from FBX import and skeleton setup through Blueprint configuration, gameplay implementation, and final validation.
Create reusable, modular tools and workflows; document system structure, setup, usage, limitations, troubleshooting, and maintenance.
Collaborate with animators, designers, engineers, and the Lead Animator; train teammates, define technical review criteria, validate assets, optimize runtime performance and memory usage, and track work in Jira.
Requirements
Professional technical animation experience on video game projects, including production examples of systems or pipelines.
Strong hands-on Unreal Engine 5 experience with Animation Blueprints, state machines, blend spaces, montages, and Blueprint scripting.
Practical experience with MetaHuman, Control Rig, IK Rig, IK Retargeter, and skeletal animation workflows.
Strong understanding of character rigging, skinning, deformation, and animation fundamentals.
Experience integrating FBX animation assets into functional gameplay systems in Unreal Engine.
Proficiency in Maya or Blender and experience supporting workflows between DCC tools and Unreal Engine.
Ability to design reusable animation systems and troubleshoot issues across the asset-to-engine pipeline.
Clear written and verbal communication skills, including explaining technical concepts to artists and engineers.
Demonstrated experience documenting systems and enabling teammates to use and maintain them independently, with a self-directed and organized approach to production delivery and cross-department coordination.
Nice to have
Several shipped PC or console games using Unreal Engine.
Experience with motion matching, procedural animation, motion warping, or Unreal’s Gameplay Ability System.
Facial rigging, facial animation, or performance-capture integration experience.
Python, MEL, or C++ skills for tool development and automation.
Experience supporting humanoid characters, creatures, and characters with varied proportions.
Experience collaborating with distributed teams and external partners.
Culture & Benefits
Focus on work/life balance.
Paid company holidays, vacation, and separate sick leave.
Medical, dental, vision, and Life/LTD coverage.
401(k) with company match.
Work involves mature, violent, sexual, graphic, or otherwise sensitive creative content in a professional game-development context.
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