Senior Animation Engineer | Unity3D | Remote | Stylized Games

Beffio Studio

United States

A distancia

USD 120.000 - 150.000

Jornada completa

Hace 9 días
Generador de candidaturas

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Ventajas ofrecidas por este puesto de trabajo

Fully remote work
Flexible contract options
Competitive compensation
Annual Beffio team retreats

Descripción de la vacante

Beffio Studio is seeking a Senior Animation Engineer to advance animation runtime systems in Unity3D for a major project. You will work across Animation, Technical Art, and Engineering teams to ship production-ready features, from prototypes to stable tools and pipelines.

Your focus includes state machines, blend trees, root motion, and data-oriented approaches using ECS/DOTS, Burst, and baking workflows, while optimizing for mobile performance and GPU skinning.

Formación

  • Proven experience with C# and Unity in production animation systems.
  • Deep knowledge of ECS/DOTS, Burst, Jobs, and baking workflows.
  • Strong understanding of animation runtimes and compression techniques.
  • Experience with GPU skinning, shaders, and performance profiling.
  • Shader development using HLSL and node-based tools.

Responsabilidades

  • Develop and optimize animation runtime systems in Unity.
  • Work with state machines, blend trees, layers, and root motion.
  • Create data-oriented animation solutions using ECS/DOTS and baking.
  • Explore GPU skinning, deformation, and compute shaders.
  • Build Unity editor tools and production workflows for animation teams.
  • Collaborate with Animators, Technical Artists, and Engineers.

Conocimientos

C#
Unity
ECS/DOTS
Animation runtimes
GPU skinning
Shader programming
Rigging pipelines
Unity editor tooling
Mobile optimisation
Communication

Herramientas

Maya
Blender
Shader Graph
Amplify

Descripción del empleo

Senior Animation Engineer | Unity3D | Remote | Stylized Games
Position Overview

Beffio is looking for an experienced Senior Animation Engineer to join a major game project developed in Unity3D.

This role sits between Animation, Technical Art, and Engineering, focusing on the technology, runtime systems, and tools behind high-quality character animation.

We are looking for someone who understands animation as both a creative workflow and a technical system. You should be comfortable working with animators on controllers, rigs, and pipelines while also discussing runtime architecture, ECS/DOTS, GPU skinning, shaders, performance, and C# implementation with engineers.

This is a senior individual contributor role with significant R&D and technical ownership, taking ideas from early prototypes through production-ready systems that can be used and maintained by the wider team.

Key Responsibilities
  • Develop and optimize animation runtime systems in Unity.

  • Work with state machines, blend trees, layers, masks, root motion, animation events, and compression.

  • Develop or integrate data-oriented animation solutions using ECS/DOTS, Jobs, Burst, and baking workflows.

  • Explore GPU skinning, deformation, compute shaders, vertex shaders, and vertex animation techniques.

  • Build Unity editor tools, validators, asset processors, and production workflows for animation teams.

  • Support rigging, skeleton, skinning, and FBX workflows between Maya or Blender and Unity.

  • Profile and optimize animation systems across mobile hardware.

  • Collaborate closely with Animators, Technical Artists, Gameplay Engineers, and Rendering Engineers.

  • Take technical R&D from prototype to production-ready feature.

  • Establish clean documentation, workflows, and technical standards for the wider team.

Requirements
  • Strong C# and Unity engineering experience.

  • Hands-on experience with ECS/DOTS, including Entities, Burst, Jobs, and baking, or deep equivalent data-oriented engine experience.

  • Strong understanding of animation runtimes including state machines, blend trees, layers, masks, root motion, events, and animation compression.

  • Experience with GPU skinning and deformation using structured or constant buffers, compute shaders, vertex shaders, or similar techniques.

  • Shader development experience in HLSL and a node-based tool such as Shader Graph or Amplify.

  • Practical knowledge of character rigs, skeletons, skinning, and FBX pipelines in Maya, Blender, or similar tools.

  • Experience creating Unity editor tools such as asset postprocessors, validators, custom inspectors, or editor windows.

  • Experience profiling and optimizing mobile graphics workloads, particularly on Adreno and Mali hardware.

  • Familiarity with GLES and Vulkan.

  • Strong communication skills and the ability to collaborate with both artists and engineers.

  • Fluent English.

Nice to Have
  • Experience with DOTS animation frameworks such as Rukhanka, Latios Kinemation, or similar technology.

  • Experience building or extending a custom animation runtime.

  • Networked animation involving prediction and rollback.

  • Netcode for Entities or similar multiplayer technology.

  • Procedural animation including IK, secondary motion, or physics-driven layers.

  • Facial animation systems using blendshapes, bones, textures, or hybrid approaches.

  • Crowd animation systems including animation LOD, VAT, or update throttling.

  • Experience developing animation systems for mobile or other performance-constrained platforms.

Ownership

We are looking for someone who can:

  • Take R&D from an initial technical spike through to a shipped production feature.

  • Independently drive complex technical investigations and make pragmatic architectural decisions.

  • Balance animation quality, performance, complexity, and usability.

  • Create systems and standards that others can confidently build upon.

  • Be equally comfortable reviewing an animator's controller and an engineer's pull request.

  • Work closely with artists rather than treating animation as purely an engineering problem.

What We Offer
  • Meaningful ownership over animation technology on a major Unity3D game project.

  • Direct collaboration with experienced Animators, Technical Artists, Engineers, and discipline leads.

  • The opportunity to work on complex technical R&D and turn it into production systems.

  • A highly collaborative international team.

  • Fully remote work.

  • Flexible contract options depending on location.

  • Competitive compensation based on experience and contract structure.

  • Annual Beffio team retreats.

  • The possibility of long-term collaboration as the project grows.

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