Technical Artist - Rigging & Animation Pipelines

EA Sports

Manchester

Hybrid

GBP 45,000 - 65,000

Full time

12 days ago
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Job summary

Electronic Arts is seeking a Technical Artist specializing in rigging and character pipelines. Reporting to the Technical Art Director, you will bridge the gap between character artists, animators, and software engineers to guide the development of our character pipelines and skeletal deformations for next-generation, high-fidelity characters.

The role involves building artist-facing rigging tools, advancing facial animation pipelines, and extending central rigging systems while collaborating

Qualifications

  • 3+ years of experience as a Technical Artist or Technical Animator in game development with at least one shipped AAA title.
  • Experience in Python and digital content creation applications such as 3ds Max or Maya.
  • Experience developing artist-facing interfaces using Qt, PySide, or similar frameworks.
  • Experience with character kinematics, anatomy, skeletal structures, and deformation.

Responsibilities

  • You will develop artist-facing rigging and animation tools using Python with Maya, 3ds Max, and Motion Builder.
  • You will improve facial animation pipelines, increasing anatomical and expressive deformation for EA SPORTS F1 characters.
  • You will extend central EA SPORTS procedural rigging systems to build complex, high-fidelity rigs, collaborating with central technology teams and game-team artists.
  • You will establish technical standards, resolve skeletal mesh issues, and improve character asset performance within project budgets.

Skills

Python
Character rigging
Kinematics
Skeletal deformation
Facial animation pipelines

Tools

3ds Max
Maya
Qt
PySide

Job description

Electronic Arts is seeking a Technical Artist specializing in rigging and character pipelines. Reporting to the Technical Art Director, you will bridge the gap between character artists, animators, and software engineers to guide the development of our character pipelines and skeletal deformations for next-generation, high-fidelity characters.

The role involves building artist-facing rigging tools, advancing facial animation pipelines, and extending central rigging systems while collaborating

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