We are looking for a Technical Animator to support character animation implementation for our upcoming rhythm game.
Responsibilities:
- Set-up and validate blender rig to be used across multiple characters using auto-rig pro and FACEIT blendshapes
- Facial animation set-up with accessories
- The full workflow from Blender to Unity
- same rig structure reused
- same Unity controller reused
- same export rules reused
- same facial system reused
- Perform skin weighting and deformation adjustments
- Implement animations and integrate them into the pipeline
- Basic documentation
- Collaborate with artists and developers to ensure smooth character performance
Requirements:
- 3+ years of experience in technical animation, rigging, or related field
- Proficient understanding of skinning, blend shapes, and animation systems
- Familiarity with motion capture workflows and retargeting
- Experience with Blender and Unity
This is a description of our dream candidate, you can still apply even if you don’t meet every single requirement.
Contract Details
- Timeline: Short-term contract role; timeline may vary based on discussed scope.
- Classification: Independent Contractor, standard work-for-hire/IP assignment
- Rate: Please include your hourly pay rate
- Location: Remote (anywhere, within 4 hours of Pacific Time)
Application Instructions
Submit your application including your portfolio (attached as a PDF), hourly rate, and availability via email with the subject line: Application: Technical Animator
\*Any email without the proper subject line will not be considered.
Founded in 2025, we are a small & entirely remote game studio dedicated to building next generation rhythm games. We got our start modding and creating tools/content for the classic Guitar Hero and Rock Band games, now we're continuing that legacy by starting our own studio.
We are entirely self-funded and intend on keeping it that way by building a sustainable and community-focused studio.