Lead Animator Technical Artist

NetEase, Inc.

Singapore

On-site

SGD 90,000 - 130,000

Full time

14 days+
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Job summary

NetEase, Inc. in Singapore seeks a senior Animation Technical Lead to drive R&D and quality breakthroughs for a dual-perspective shooter runtime animation system.

You will shape core systems like aiming, weapon handling, procedural animation, and state orchestration, guiding cross-team implementation. You will mentor the animation TA team, set technical standards, and own the strategy for scalable, high-quality animation across multiple engines, balancing performance and maintainability in

Qualifications

  • Extensive experience in game animation R&D, especially PvP shooters.
  • Experience in runtime animation development for top-tier projects.
  • Ability to design, validate and deliver core animation systems end-to-end.
  • Leadership in animation R&D with setting technical standards.
  • Experience with multiple engines is preferred.

Responsibilities

  • Lead design, validation and implementation of core animation systems.
  • Establish animation technical specifications, review standards and problem-diagnosis methods.
  • Drive stable mass production and continuous iteration of solutions.
  • Collaborate with animation, programming and design to translate solutions into plans.
  • Mentor the animation TA team and set technical standards.

Skills

Animation R&D
Technical leadership
Aiming and weapon handling
Procedural animation
Animation graphs
State orchestration
Cross-team collaboration
Mentoring
Multi-engine experience
DCC tools

Tools

DCC tools
Scripting
Toolchains

Job description

Job Description
  1. Responsible for the technical R&D and quality breakthroughs of the runtime animation system for the dual-perspective shooting game, systematically improving character movement, aiming, weapon handling, combat states, and the overall shooting experience.
  2. Personally design, validate, and implement core solutions for aiming and weapon handling experience, procedural animation, animation graphs, and state orchestration. Identify and resolve animation quality issues across assets, engine, gameplay, and runtime from both first-person and third-person perspectives.
  3. Hold decision-making authority for the project’s animation technical approach. Establish animation technical specifications, review standards, problem-diagnosis methods, and effect acceptance mechanisms. Drive stable mass production and continuous iteration of solutions within the project.
  4. Collaborate with animation, programming, and game design teams to translate animation technical solutions into executable development plans and advance cross-team implementation.
  5. Lead and mentor the animation TA team through matrix management, with authority to set team technical standards. Responsible for technical direction, coaching on complex issues, capability building, and experience accumulation, while enhancing the team’s ability to independently tackle difficult problems with project delivery as a priority.
Job Requirements
  1. Many years of experience in game animation and animation TA R&D, having worked on top-tier high-quality realistic PvP shooter products. Experience in runtime animation development for Call of Duty PvP or equivalent-level shooting projects is preferred.
  2. Deep understanding of the feel and runtime performance of dual-perspective shooting games. Ability to independently take ownership of the design, R&D, and closed-loop delivery of one or more core systems, such as aiming and weapon handling, procedural animation, animation graphs, and state orchestration.
  3. Complete game development pipeline experience. Ability to independently drive targeted quality breakthroughs in runtime animation — from problem identification and technical validation to cross-team execution and live-operation effect evaluation.
  4. Matrix-style technical leadership capability. Ability to set animation technical standards, break down R&D tasks, guide animation TAs’ professional growth, and lead the existing team to upgrade capabilities while prioritizing project delivery.
  5. Not limited to a single engine. Familiar with the runtime animation architecture of at least one mainstream or proprietary engine, and able to solve animation R&D problems using DCC tools, scripting, and toolchains. Experience with multiple engines is preferred.
  6. Experience in high-quality action game development, international project collaboration, or the ability to balance quality, performance, and maintainability in multi-character, multi-state, high-concurrency multiplayer scenarios is preferred.
  7. Ability to use AI/Agents for animation data processing, R&D assistance, tool automation, problem analysis, or workflow efficiency improvements is preferred.
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