Gameplay Combat Animator (UE5)

TigerRoll Studios
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Posted
February 5, 2026
Freelance
Anywhere
Remote

Seeking UE5 Combat Animator for "Elden Ring" Style Action-RPG (Freelance/Hourly)

 

The Project:

We are developing a multiplayer action RPG in Unreal Engine 5 set in a dark, low-fantasy universe. The gameplay targets the "Defensive Trinity" of combat (Parry, Dodge, Block) with a focus on heavy, deliberate, and high-consequence encounters similar to Elden Ring.

 

The Role:

We are looking for an experienced Gameplay Animator for ad-hoc, hourly work. This role is less about keyframing from zero and more about editing, refining, and expanding high-quality marketplace asset packs to fit our specific combat design.

We need someone who can take a "good" base animation and turn it into a "perfect" gameplay asset that feels responsive and heavy.

 

Key Responsibilities:

  • Asset Pack Extension & Modification: Take existing combat animations and create additional animations that suit the specific gameplay of the project.
    • E.g. Turning a root-motion forward lunge into a "neutral" in-place variation while keeping the style consistent.
  • Technical Polish: Fix foot sliding, adjust timing/spacing for game feel, and ensure weight transfer is realistic.
  • UE5 Implementation: Own the pipeline. We do not want FBX files that need 20 minutes of debugging. We need animations that are imported, retargeted, and checked for Root Motion correctness in-engine.
  • Root Motion Management: You must understand how to edit animations specifically for Motion Warping and Stride Warping systems (e.g., stripping forward movement for specific variants).
  • Strong portfolio showing 3rd Person Combat Animation (Melee focus).
  • Deep familiarity with Unreal Engine 5 animation pipelines (Skeletons, Retargeting, Root Motion settings).
  • Ability to edit existing baked animation data cleanly (Graph Editor proficiency).
  • "Plug-and-Play" Delivery: You are responsible for ensuring your files work in Unreal immediately upon delivery.

 

Nice to Have:

  • Experience with Cascadeur or similar physics-assisted animation tools.
  • Experience setting up Animation Montages or Anim Notifies.

 

Logistics:

  • Type: Freelance / Hourly (Ad-hoc).
  • Workload: Higher intensity for the next 4-8 weeks to build the core library, followed by ad-hoc maintenance and expansion.
  • Location: Remote.

 

To Apply:

Please submit an expression of interest to our online application form, including links to your best combat animation work!

About
TigerRoll Studios

We're a small UK studio with serious ambitions — building deep Soulslike and Scapelike multiplayer games that reward mastery. We hire for technical excellence and a genuine love of the craft.

 

Why join Tigerroll

A studio worth building with. We fund our own games and answer to players, not investors. That means real ownership, creative freedom and the space to build something worth remembering.

 

  • Player-first design. You'll never be asked to design a dark pattern or a cash shop.
  • End-to-end ownership. You own your work from prototype through to live and bugfixing. Ask for help any time — you'll warmly receive it.
  • Fully remote. Work from wherever suits you. We ask for minimum overlap hours so the team can collaborate — especially on gameplay code.
  • Flexible hours. Part-time and night owls welcome. We care about the work, not when you do it.
  • Depth over breadth. We chase emergence, not a checklist of features.
  • Honest culture. Plain-spoken, fair and human. We don't wear crunch as a badge.

 

Indie isn't for everyone — and that's okay. We're a small self-funded team with no publisher — which means we can't match big-studio salaries, but it also means no investors dictating design and no committee watering down your work. We want craftspeople driven by technical excellence and a genuine love of the genre, not the size of the paycheck. We'd rather be upfront about that than oversell it.

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