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

Job Details

Company
Hole in the Sleeve Game Studios
Location
United Kingdom
Hybrid / Remote Options
Posted