3D Animator

1 Month ago • 2 Years + • 3D Animation

Job Summary

Job Description

The 3D Animator/Technical Artist will be responsible for adapting and retargeting animations (motion capture and custom) to work with custom character rigs in Unreal Engine. The role involves importing and organizing FBX animation files, retargeting animations, making animation tweaks, troubleshooting issues related to skeletons and rigging, collaborating with team members, maintaining animation systems, and documenting workflows. This is a remote position ending on August 1st, 2025.
Must have:
  • 2+ years of animator experience in game development.
  • Proficiency with Unreal Engine (UE4/UE5), especially in animation systems.
  • Understanding of skeletal meshes, rigging and animation blueprints.
  • Experience with FBX import/export using DCC tools.
  • Familiarity with character pipelines, including skinning and IK/FK systems.
Good to have:
  • Experience with procedural animation or motion capture workflows.
  • Portfolio or reel demonstrating relevant work.

Job Details

We are seeking a talented and detail-oriented Animator / Technical Artist with expertise in Unreal Engine to join our creative team. Your primary responsibility will be to take animations (motion capture and custom) and adapt, tweak, and retarget them to work seamlessly with our custom character rigs within Unreal Engine. You will bridge the gap between animation and implementation, ensuring high-quality, responsive, and visually appealing character movement.

This is a remote role with a projected end date of August 1st, 2025.


You will:

  • Import and organize FBX animation files for use in Unreal Engine.
  • Retarget animations to custom character rigs, ensuring correct proportions, motion fidelity, and technical accuracy.
  • Make animation tweaks and modifications as necessary to resolve glitches, improve fluidity, and match project requirements.
  • Troubleshoot and resolve any issues related to skeletons, rigging, and animation blueprints.
  • Collaborate with character artists, designers, and programmers to ensure animation assets are correctly implemented and optimized for in-game use.
  • Maintain and update animation state machines, blend spaces, and related Unreal Engine systems.
  • Document workflows and provide feedback on animation and rigging tools and pipelines.

You have:

  • 2+ years of experience as an animator or technical artist, preferably in game development.
  • Proven proficiency with Unreal Engine (UE4/UE5), especially in animation systems and retargeting.
  • Solid understanding of skeletal meshes, rigging, and animation blueprints within Unreal Engine.
  • Experience with FBX import/export, animation cleanup, and adjustment using DCC tools (e.g., Maya, Blender, 3ds Max).
  • Familiarity with character pipelines, including skinning, weighting, and IK/FK systems.
  • Strong problem-solving skills and attention to detail.
  • Excellent communication and teamwork abilities.

You may have:

  • Experience with procedural animation, physics-based animation, or motion capture workflows.
  • Portfolio or reel demonstrating relevant work.

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About The Company

Critical Mass is a team of 1,800 inspired folks based in 12 offices around the world, providing full-service digital capabilities for the greatest brands on Earth. Our secret sauce is our uncompromising design standards, our relentless focus on customers, and an ability to put powerful new technologies to work for our clients.


We work with the best—Apple, Nike, Mars Wrigley, Nissan, Diageo, Airbnb, BMW, BNY Mellon, Johnson & Johnson, and many more—brands who strive for connected digital ecosystems and unparalleled experiences. We help them get there by gaining deep insight into their consumers and orchestrating data, AI, design, media, and tech stacks around human stories.


We’re a global agency founded in Canada, but digital is our home. If you know us, then you know we’re a special, quirky place that attracts big talent and tiny egos. (We actually give out a “so f-n nice” award—lots of them). But just because we’re friendly doesn’t mean we’re not a force to be reckoned with. We’re driven. Relentless. And we live our values. We’re Critical Mass, but our friends call us CM. Please call us CM!

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