3D Game Animator

CurlyBlue

India

On-site

INR 800,000 - 1,800,000

Full time

13 days ago

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Job summary

CurlyBlue is seeking an experienced animator to create hand-keyed character and weapon animations for a VR Unity project. You will rig, skin, export, and hook animations into Unity, owning assets from brief to in-game delivery.

You will build and maintain Unity Animator state machines, set up avatars, and ensure performance budgets while collaborating with 3D, Design, and Dev teams. A portfolio demonstrating your rigs and animations is required.

Qualifications

  • Hand-keyed character and weapon animation of production quality.
  • Rig and skin your own rigs in Blender for game use.
  • Build and maintain Unity Animator state machines, transitions, parameters, blend trees.
  • Work autonomously from brief to delivery.
  • FBX pipeline Blender → Unity with correct scale, axes, normals, and avatar setup.
  • Experience in a Unity 6 project familiarity.
  • At least one full production cycle of animation work behind you.
  • Portfolio or reel showing your animation and rigs.

Responsibilities

  • Animate characters: idles, locomotion cycles, combat, reactions.
  • Animate weapons and props: fire, reload, equip/holster, moving parts.
  • Rig and skin your own characters and weapons in Blender.
  • Build and maintain Animator state machines: states, transitions, parameters, blend trees, layers.
  • Set up avatars, retargeting, and root motion.
  • Export FBX from Blender and integrate in Unity; diagnose and fix import issues.
  • Keep bone counts, clip lengths, and rig complexity inside budget.
  • Deliver clean, named, reusable animation assets the team can pick up.
  • Work with 3D, Design, and Dev on animation hookup and game feel.

Skills

Hand-keyed animation
Rigging and skinning in Blender
Unity Animator
Autonomous work style
Portfolio/reel
English proficiency

Tools

Blender
Unity

Job description

A VR game built in Unity for standalone headsets. Real-time character and weapon animation built under strict performance limits.

Role

Animate the characters and the weapons. You rig what you animate, you export it, and you hook it up in Unity yourself. You own your assets from brief to in-game, working autonomously.

Responsibilities
  • Animate characters: idles, locomotion cycles, combat, reactions.
  • Animate weapons and props: fire, reload, equip / holster, moving parts, attachment to hands and sockets.
  • Rig and skin your own characters and weapons in Blender - joint placement, weighting, animation controls.
  • Build and maintain Animator state machines - states, transitions, parameters, blend trees, layers, avatar masks.
  • Set up avatars, retargeting, and root motion.
  • Export FBX from Blender and integrate in Unity; diagnose and fix import issues yourself.
  • Keep bone counts, clip lengths, and rig complexity inside the project's performance budget.
  • Deliver clean, named, reusable animation assets the rest of the team can pick up.
  • Work with 3D, Design, and Dev on animation hookup and game feel.
Required
  • Hand-keyed animation - character and weapon animation of a quality we can ship. Clean timing, weight, arcs, and silhouette.
  • Rigging and skinning in Blender - you build your own rigs and paint your own weights, ready for game use.
  • Unity Animator - state machines, transitions, parameters, blend trees, layers. You wire it up, not someone else.
  • Autonomous - you take a brief, make your own calls, unblock yourself, and deliver without close supervision.
  • FBX pipeline Blender -> Unity - scale, axis, normals, avatar setup, import settings.
  • Comfortable working in a current Unity 6 project.
  • Mid-level minimum - at least one full production cycle of animation work behind you.
  • A portfolio or reel showing animation and rigs you made yourself.
  • English, written and spoken.
Nice to have
  • Shipped VR or mobile title.
  • VR-specific animation - first-person arms, hand poses, IK-driven avatars.
  • Unity Animation Rigging package and runtime IK setups.
  • C# scripting for animation hookup and animation events.
  • Facial rigging and blendshapes.
Hiring process
  • Take-home technical test (approx. 4 h) - rig, skin, and animate a supplied character, then set it up in a Unity state machine.
  • Live follow-up - you walk us through your rig and your setup.
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