Rigger (Senior)

3 Months ago • All levels • Rigging

Job Summary

Job Description

As a Rigger at Ubi MTL, you'll bring characters and objects to life by creating realistic movements within game worlds. You'll design flexible and intuitive rigs, drawing inspiration from the real world and your imagination. You'll work with various internal tools, focusing on quality and consistency. Your responsibilities will include collaborating with the art team, studying concept art, rigging and skinning characters and objects while maintaining organization, balancing artistic aspects with technical constraints, partnering with character modelers, working with animators to ensure believable movement, and iterating based on feedback. You will also need to stay organized and follow naming conventions.
Must have:
  • Rig and skin characters and objects.
  • Collaborate with the art team.
  • Find balance between artistic aspects and technical constraints.
  • Work closely with animators.

Job Details

As a Rigger at Ubi MTL, you make it possible for characters and objects to come to life and move realistically within our worlds.

From pivoting to bending, squashing and stretching, you define what can be done and how through flexible and intuitive rigs. You take inspiration from the real world when you can – and turn to your imagination when you can’t. With a variety of internal tools at your disposal, you can focus on achieving quality and consistency without having to build everything from the ground up time after time.

What you'll do

  • Collaborate with the art team to understand the overall game vision and rigging and skinning needs;
  • Study concept art and research your own references.
  • Rig and skin characters and objects while staying organized (keeping your scenes clean, following naming conventions, etc.).
  • Find balance between artistic aspects and technical constraints with the help of technical directors.
  • Partner with character modellers to troubleshoot models when need be.
  • Work closely with animators to make models move believably and overcome any motion-related limitations.
  • Iterate to improve your work based on feedback from interdependent teams.

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