Job Details
Game Development
Senior
Remote
Russian
Possibly outdated
Sep 3
This job was posted more than a month ago — it may no longer be active

3D Animator / Rigger (Middle+ / Senior)

CYBERHEAD studio seeks a 3D Animator/Rigger (Middle+/Senior) for One Way Home, a dark cinematic puzzle-platformer on Unreal Engine 5. Remote worldwide. Pay based on interview and experience.

One Way Home is a dark cinematic puzzle-platformer about a 12-year-old boy navigating a surreal, distorted world. Visually we aim for deep, atmospheric semi-realism. We are looking for a strong 3D Animator/Rigger (Middle+) who can bring to life both ordinary humanoids and nightmarish non-humanoid monsters: four-legged creatures, multi-legged spawn, and deformed giants. Responsibilities: - Rigging and skinning: Create reliable, integration-ready animation rigs for various characters, from the main hero (boy) to complex monsters, quadrupeds, and cinematic props. - Character animation: Create high-quality hand-keyed animation (idle, locomotion, stealth, interaction with heavy objects, states) that clearly conveys weight, tension, and fear. - Creature animation: Develop unique movement styles and patterns for surreal monsters and quadrupeds, balancing real anatomy with frightening, supernatural behavior. - Preparation for import: Export and deliver animations to Unreal Engine 5 in strict accordance with project technical requirements, ensuring clean data for further work. - Collaboration: Work closely with a technical animator, promptly fixing technical nuances of rigs or animations during game integration.

Experience: 3+ years of professional experience as an animator/rigger in game development (at least one released or actively in-development 3D project). Software: Professional proficiency in Autodesk Maya or Blender for rigging and animation. UE5 pipeline understanding: Clear knowledge of how the Unreal Engine 5 animation pipeline works (requirements for skeletons, bone hierarchies, IK systems, retargeting). You do not need to manually check everything in blend spaces — the project has a tech animator for that — but you must speak the same language with them. Anatomy and biomechanics: Deep understanding of weight, balance, and anatomy of both humans and quadruped creatures/monsters. You must understand how to make a creature look terrifying simply through how it carries its body weight. Versatility: Ability to switch between realistic human physics and unnatural, eerie monster movement. Portfolio: An up-to-date showreel demonstrating high-quality hand-keyed animation, creature locomotion, and examples of complex character rigs. Nice to have: Experience working on side-scrollers, platformers, or third-person horror games.

Full remote work with a flexible schedule from anywhere in the world. Opportunity to directly influence the final look and atmosphere of a high-quality, original project with an existing community. A cool, passionate team without suffocating corporate bureaucracy. Market salary.

Creature Animation
Retargeting
Biomechanics
3D Animation
skinning
Hand-keyed Animation
Anatomy
Rigging
Maya
Blender
Game Development
IK
Unreal Engine

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