Technical Animator
We have an opening for a technical animator.
Working on "STORROR Parkour Pro" videogame on Unreal Engine 5.
Our pipeline consists of:
- XSens link + gloves motion capture facility, we record both onboard and on-premises.
- Data HD-processed at 240fps, sampled and exported at 30fps FBX.
- FBX is imported in Unreal Engine and added to our custom/proprietary tool to convert on the fly to in-game ready asset.
- Asset can be used in game instantaneously. NB: *It's not * live link, the process is still offline (but very quick) in editor, this is where you will be working mostly.
We need someone who can:
- Bridge the gap between XSens static root to full root motion, our tool will do 95% of the work but we need constant tweaking and perfectioning.
- Synchronise different batched/types of animation data. (IE: every animation that starts from idle would have to have the same feet's starting position)
- Work on Unreal Engine Inverse Kinematic graphs to apply further refinements (hands placement, foot placements etc). These will not be vanilla IK implementations.
- Add support for facial animation and in-game cinematics.
Work to be carried out for approximately 3 months, possibility to switch to a permanent position.
100% Remote position (but if you are in the London area you can hang out with us!), ideal candidate to have shipped at least one AA/AAA game, or junior with a strong talent and/or portfolio.
The main team core hours are GMT, so if you apply from US/Australia please consider difference in time-zone.
This contract is _not_ offered to "AI-Artists".
Game/Team references:
https://store.steampowered.com/app/3125250/STORROR_Parkour_Pro
https://www.youtube.com/watch v=-d9X4zhnbGs
https://www.instagram.com/storrorparkourpro
https://www.holeinthesleevegamestudios.com