Design and maintain the animation pipeline between DCC tools and the engine, including MetaHuman integration, IK Retargeter setup, AnimBlueprint architecture, Control Rig modules, and facial animation workflows.
Implement procedural animation systems and in-game IK for gameplay features across Killer and Survivor archetypes.
Develop and maintain pipeline automation tools using Python and MEL (Maya), and contribute to editor tooling in Unreal when needed.
Investigate, diagnose, and resolve animation bugs in multiplayer gameplay systems, including replication issues specific to asymmetrical online games.
Analyze and optimize rigs, skeletal meshes, and animation assets to meet performance and memory constraints without compromising visual quality.
Develop debugging tools to support animators, designers, and engineers in daily workflows.
Share knowledge with animation and programming teams and produce technical documentation suitable for a growing team.
Receive direction from the project’s Lead Technical Animator and collaborate closely with animation, gameplay, and engine teams.
Requirements
Minimum of 7 years of experience in technical animation within the video game industry.
Strong proficiency with Maya and Unreal Engine (UE5 preferred), including AnimBlueprints, Control Rig, Physics, IK Rig / IK Retargeter, and linking Animation Blueprints.
Hands-on experience with MetaHuman: ingestion, rigging, facial animation pipelines, and real-time integration.
Solid scripting skills (Python and/or MEL) for pipeline automation.
Experience developing or supporting multiplayer games, with a good understanding of networked animation.
Excellent fundamentals in rigging and skinning, and a strong understanding of animation principles.
Experience with Motion Matching / Pose Search, Mutable, or modular Control Rig systems is a significant asset.