Junior/Intermediate Technical Animator (12 month Fixed Term)

2 Months ago • 3-10 Years • Animation

About the job

Job Description

This 12-month fixed-term role requires strong Unreal Engine 4/5, Maya experience, and a good grasp of human anatomy for rigging and skinning characters. Experience with mGear and technical animation for real-time performance in Unreal Engine 5 is essential.
Must have:
  • Unreal Engine 4/5
  • Maya Experience
  • Human Anatomy
  • Technical Animation
Good to have:
  • mGear Experience
  • Python / Mel
  • Control Rigs
  • Technical Tools
Perks:
  • Hybrid Remote
  • Wellington Studio
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As a Technical Animator, you will collaborate with art, design and engineering to steer and creatively solve challenging technical problems with the Character and Animation pipelines. You’ll be responsible for the skinning and rigging of our characters, as well as developing tools and working within Unreal Engine to create performant, real-time rigs and animation systems. 

We are looking to hire a Full Time employee, for a Fixed Term of 12 months. 

Main Tasks and Responsibilities:

  • Rigging for our key projects - Rig and skin a diverse range of characters and props using mGear.
  • Technical Animation - Work closely with the Animation team, Character Art team and Technical Art. Deliver high quality real-time character and animation performance in Unreal Engine 5.
  • Technical Animation - Configure performant in-game character dynamics for cloth, hair, and other elements.
  • Take an active hand in optimization work related to rigging and animation.

For intermediate role: 

  • Research new rigging tools and techniques, build on the rigging workflow, pipeline and documentation for your team.  
  • Develop character Control Rigs to allow for runtime animation adjustments.
  • Develop and maintain technical animation tools and pipeline in a way that works with our wider tools and processes


Skills and Experience Required:

  • Solid experience in: Unreal Engine 4/5, Maya
  • Experience animating or working with animators to ensure the best possible rigs
  • A good grasp of human anatomy, and how to bring this to life in CG with different levels of technical constraints
  • Not fazed by the challenges of real time character and animation development and can propose solutions to optimise and improve performance
  • A cohesive portfolio with clearly-documented work

Nice to haves (suitable for Intermediate role)

  • Python / Mel
  • 3+ years’ relevant experience in video game technical animation or rigging

Timezones and work location:

Ideally, based in our Wellington studio - however we are open to remote work options (preferably within Australia/New Zealand). 

If you are based outside of Wellington but happy to travel and spend time in person with the wider team, please let us know!

Our Wellington-based team generally works from home 1 day a week.

Please note: You must have the right to work in New Zealand or Australia to be eligible for this position.

We are looking to hire a Full Time employee, for a Fixed Term of 12 months.


Competencies we look for


Animation Best Practice:

  • Collaborate and discuss artistic and technical challenges with colleagues
  • Proactively work together to maintain quality across the board
  • Communicate efficiently, take notes and share important information and raise problems when you see them
  • Self-manage your tasks to align with the timing and milestones of our Production Roadmap. When timings and priorities change, be open to discussing and working out the best way forward
  • Track and note priorities and dependencies to ensure smooth development across the team and minimise delays across the project
  • Execute on review feedback from the Animation Director in a spirit of analysis
  • Be open to helping with requests and issues on behalf of the wider team if needed
  • Take responsibility for your work, including preparing for work reviews ahead of time

For intermediate role:

  • Mentor the teammates around you and share your specialist knowledge
  • Identify and learn leadership skills as part of your development
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About The Company

A major global publisher co-owned and run by devs.

We give our studios a stake in the business and a voice in the decision‑making. Our unique co‑ownership model gives developers the creative independence to do what they do best - make awesome games!

Our team, headquartered in London and Singapore, has vast gaming industry experience and a proven track record of financing, marketing, and working alongside developers to bring great games to market at scale.

Los Angeles, California, United States (Hybrid)

Paris, Île-de-France, France (On-Site)

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