Senior Technical Animator: Unreal Engine, Remote

Jobgether

France

Remote

EUR 60,000 - 90,000

Full time

47 hours ago
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Benefits offered by this job

Fully remote
Market compensation
Project-based engagement
Technical ownership
Experienced collaborators
Long-term collaboration
Professional development

Job summary

Jobgether is seeking a Senior Technical Animator for an unannounced game project. Fully remote from France, you’ll own the animation pipelines in Unreal Engine 5, build robust rigs, and collaborate with artists and programmers to deliver high‑quality real‑time performances.

You’ll optimize workflows, connect Maya/Blender with Unreal, implement animation systems, and maintain technical docs while mentoring teammates across distributed studios.

Qualifications

  • 6+ years of professional experience in game animation or technical animation.
  • Proven experience contributing to commercially released game productions.
  • Strong hands-on experience with Unreal Engine 5 and real-time character animation systems.
  • Excellent technical skills in character rigging, skinning, and deformation.
  • Strong understanding of animation principles and real-time animation workflows.
  • Proficiency with Maya and Blender, including their integration with Unreal Engine.
  • Experience with Animation Blueprints, State Machines, Blend Spaces, and Motion Matching.
  • Understanding of Behavior Trees, State Trees, and their interactions with animation systems.
  • Experience developing and maintaining production pipelines from tool to engine.
  • Ability to diagnose and resolve complex animation integration issues.
  • Understanding of real-time constraints and scalable production workflows.
  • Ability to work independently while collaborating with teams.
  • Excellent communication in English.
  • Experience with Unreal Engine Control Rig, procedural animation systems, IK Rig, and runtime solutions is a plus.
  • Familiarity with Python, MEL, or mGear for rigging and automation is desirable.
  • Experience in high-fidelity character systems and runtime rigging for real-time apps is beneficial.
  • Previous experience in international co-development environments is a plus.

Responsibilities

  • Create, maintain, and optimize character rigs for various character types.
  • Develop robust rigging, skinning, and deformation solutions for real-time gameplay.
  • Ensure rigs are efficient, scalable, and production-ready.
  • Collaborate with animators to troubleshoot deformation issues and improve workflows.
  • Implement animation systems in Unreal Engine, including Animation Blueprints, State Machines, Blend Spaces, and Motion Matching.
  • Support animation logic and integration with Behavior Trees and State Trees, with gameplay programmers.
  • Diagnose and resolve animation integration issues across engine systems.
  • Optimize animation systems to meet real-time performance constraints.
  • Develop and improve pipelines connecting Maya, Blender, and Unreal Engine (export/import/retargeting).
  • Build reusable tools, automation, and workflows to raise animator productivity.
  • Identify bottlenecks and implement scalable technical improvements.
  • Maintain technical documentation and share knowledge across distributed teams.
  • Collaborate to translate creative requirements into production-ready solutions.
  • Take ownership of systems, identify risks, and communicate progress clearly.
  • Contribute to established technical standards and integrate into pipelines.

Skills

6+ years game animation
Unreal Engine 5
English fluency
Rigging and deformation
Independent work

Tools

Maya
Blender
Animation Blueprints
State Machines
Blend Spaces
Motion Matching
Behavior Trees
State Trees
Control Rig
IK Rig

Job description

Jobgether is seeking a Senior Technical Animator for an unannounced game project. Fully remote from France, you’ll own the animation pipelines in Unreal Engine 5, build robust rigs, and collaborate with artists and programmers to deliver high‑quality real‑time performances.

You’ll optimize workflows, connect Maya/Blender with Unreal, implement animation systems, and maintain technical docs while mentoring teammates across distributed studios.

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