We're looking for a senior Maya rigger to help us bring a giant pterosaur to life
Reference: https://youtu.be/YvQRH1BvKSk?t=61
The job
Take our existing Quetzalcoatlus flight rig and make it genuinely good - better deformation, more believable flight and ground motion - without breaking the control scheme or invalidating the animation already built on it, and make sure it all survives the trip into Unreal Engine 5.
Context
Quetzalcoatlus is one of our hero animals: a giant pterosaur that glides in, lands, hunts, and launches back into the sky. Final content is rendered realtime in Unreal Engine 5, so the rig has to be both beautiful and engine-friendly.
This is an upgrade pass on an established rig, not a build from scratch. We're after someone who can elevate it surgically rather than rebuild and re-version everything - a careful, considered hand more than a clean-slate approach.
The benchmark
We've got a test blockout animation the upgraded rig needs to perform convincingly:
Glide > land > spear a fish with the beak > quadrupedal vault back into flight.
The make-or-break moments are the wing membrane folding and re-extension through the landing/launch transition, and the quadrupedal launch vault itself. If those read well, the rig is working.
What you'll likely be solving
Pipeline (expect some back-and-forth here)
Maya (Zoo Tools Pro / Hive) > FBX > Unreal Engine 5. We'll iterate in loops together: you export, we test deformation, morph-target driving, and realtime performance in engine, then we refine. Plan for a few rounds to get the in-engine result matching the Maya result. Sensible joint and morph budgets matter because content runs realtime, and root-motion handling through the takeoff/landing needs to behave.
Must haves
You should have
Nice to have
Get in touch
We'd love to hear from you. Drop us a line with: