Software Engineer, Cinematic Tools

Nord Resume

Los Angeles (CA)

Presencial

USD 130 000 - 155 000

Tempo integral

Há 3 dias
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Resumo da oferta

Absurd is seeking a Cinematics Pipeline Tools Engineer to design, implement, and support tools that enable animators, audio engineers, and cinematic producers to create world-class cinematic content for our games. You will develop C# tools to automate audio and motion capture and C++/Python tools for moving content across applications like Premiere, Maya, and Pro Tools within Unreal Engine.

The role involves collaborating with leadership, supporting studio staff, and guiding tooling adoption

Qualificações

  • 5+ years of professional game development experience in cinematic content capture and authoring.
  • 2+ years in Unreal Engine, preferably with Sequencer and audio systems.
  • 1+ year desktop applications in C# or similar language.
  • Strong written and verbal communication across a wide range of studio staff.
  • Thrive in a fast-paced production environment.
  • Experience with AI coding agents is a plus.

Responsabilidades

  • Work with Absurd’s production leadership to identify toolchain needs and build, test, and support those tools.
  • Guide creative staff who use agentic coding in regular workflows.
  • Interface with animators, audio engineers, and cinematic producers to design, implement, and support tools for ingesting, authoring, and exporting content.
  • Participate in technical planning, task estimation, and milestone reviews.
  • Provide troubleshooting and support during production shoots.

Conhecimentos

Unreal Engine
C# desktop apps
C++ tooling
Python scripting
Cinematic content
AAA title
Communication
Mac/PC
AI coding agents

Ferramentas

Unreal Sequencer
Premiere
Maya
Pro Tools
DaVinci Resolve
Wwise
Jenkins

Descrição da oferta de emprego

Summary We are seeking a highly experienced and collaborative Software Engineer to help drive the design, implementation, and support of tools for Absurd’s cinematic content pipeline.

As a Cinematics Pipeline Tools Engineer, you will be passionate about developing tools and systems that enable animators, audio engineers, and cinematic producers to create world-class cinematic content for our games.

Your mission will be to ensure a streamlined process for moving content from capture through a variety of production tools and ultimately into our games. You will work across a broad range of technologies and workflows, developing C# tools to automate audio and motion capture collection and processing; C# and Node.js tools to support studio operations such as scheduling and actor database management; tools for ingesting assets into Unreal Engine; C++ and Python tools for moving content to and from external applications such as Premiere, Maya, and Pro Tools; and C++ tools for working with cinematic content directly within Unreal Engine.

Core Responsibilities
  • Work directly with leadership from Absurd’s production department to identify audio and motion capture toolchain requirements, and then build, test, and support those tools.
  • Support and guide work done by creative staff who use agentic coding as part of their regular workflows.
  • Interface with animators, audio engineers, cinematic producers to design, implement, and support tools for ingesting, authoring, and exporting cinematic content.
  • Participate in technical planning, task estimation, and milestone reviews.
  • Work directly with studio production staff to provide troubleshooting and support during production shoots.
Core Qualifications
  • 5+ years of professional game development experience with a focus on systems for cinematic content capture, management, and authoring
  • 2+ years of professional experience working in Unreal Engine, ideally with experience working with Unreal Sequencer, animation systems, and audio systems
  • 1+ year professional experience developing desktop applications in C# or similar language
  • Ability and desire to thrive in a fast-paced production environment
  • Superb written and verbal communication skills. You will be working with a wide range of studio staff with very different technical skillsets
  • Comfortable using AI coding agents and helping non-engineers use them
  • Comfortable working in both PC and Mac environments
  • Shipped at least one AAA title in an engineering role
  • A customer-centric mindset with excellent problem-solving and technical troubleshooting skills
  • Thirst to learn, experiment, and grow in a rapidly evolving technical environment
Plus if…
  • Hands-on experience developing support tooling for Wwise, ProTools, Premiere, Da DaVinci Resolve, and/or Maya
  • Experience working with motion capture systems like Captury and Xsens
  • Experience working with narrative authoring systems like Articy
  • Experience working with automation pipelines like Horde, TeamCity, or Jenkins
Description
  • Full-time job with benefits.
  • Role is on-site in Santa Monica, CA.
  • Office is located near downtown Santa Monica — near metro and freeways.

The base pay range for this position is $130,000 to $155,000 per year. Actual compensation is based on market location and may vary depending on job-related knowledge, skills, and experience. We also offer a competitive package of benefits including vacation time, sick time, company holidays, parental leave, medical/dental/vision insurance, life insurance, disability insurance, and 401(k) matching to regular full-time employees. Certain roles may also be eligible for bonus and equity.

  • Seniority level Mid-Senior level
  • Employment type Full-time
  • Industries Entertainment Providers

Summary We are seeking a highly experienced and collaborative Software Engineer to help drive the design, implementation, and support of tools for Absurd’s cinematic content pipeline.

As a Cinematics Pipeline Tools Engineer, you will be passionate about developing tools and systems that enable animators, audio engineers, and cinematic producers to create world-class cinematic content for our games.

Your mission will be to ensure a streamlined process for moving content from capture through a variety of production tools and ultimately into our games. You will work across a broad range of technologies and workflows, developing C# tools to automate audio and motion capture collection and processing; C# and Node.js tools to support studio operations such as scheduling and actor database management; tools for ingesting assets into Unreal Engine; C++ and Python tools for moving content to and from external applications such as Premiere, Maya, and Pro Tools; and C++ tools for working with cinematic content directly within Unreal Engine.

Core Responsibilities
  • Work directly with leadership from Absurd’s production department to identify audio and motion capture toolchain requirements, and then build, test, and support those tools.
  • Support and guide work done by creative staff who use agentic coding as part of their regular workflows.
  • Interface with animators, audio engineers, cinematic producers to design, implement, and support tools for ingesting, authoring, and exporting cinematic content.
  • Participate in technical planning, task estimation, and milestone reviews.
  • Work directly with studio production staff to provide troubleshooting and support during production shoots.
Core Qualifications
  • 5+ years of professional game development experience with a focus on systems for cinematic content capture, management, and authoring
  • 2+ years of professional experience working in Unreal Engine, ideally with experience working with Unreal Sequencer, animation systems, and audio systems
  • 1+ year professional experience developing desktop applications in C# or similar language
  • Ability and desire to thrive in a fast-paced production environment
  • Superb written and verbal communication skills. You will be working with a wide range of studio staff with very different technical skillsets
  • Comfortable using AI coding agents and helping non-engineers use them
  • Comfortable working in both PC and Mac environments
  • Shipped at least one AAA title in an engineering role
  • A customer-centric mindset with excellent problem-solving and technical troubleshooting skills
  • Thirst to learn, experiment, and grow in a rapidly evolving technical environment
Plus if…
  • Hands-on experience developing support tooling for Wwise, ProTools, Premiere, Da DaVinci Resolve, and/or Maya
  • Experience working with motion capture systems like Captury and Xsens
  • Experience working with narrative authoring systems like Articy
  • Experience working with automation pipelines like Horde, TeamCity, or Jenkins
Description
  • Full-time job with benefits.
  • Role is on-site in Santa Monica, CA.
  • Office is located near downtown Santa Monica — near metro and freeways.

The base pay range for this position is $130,000 to $155,000 per year. Actual compensation is based on market location and may vary depending on job-related knowledge, skills, and experience. We also offer a competitive package of benefits including vacation time, sick time, company holidays, parental leave, medical/dental/vision insurance, life insurance, disability insurance, and 401(k) matching to regular full-time employees. Certain roles may also be eligible for bonus and equity.

  • Seniority level Mid-Senior level
  • Employment type Full-time
  • Industries Entertainment Providers

Summary We are seeking a highly experienced and collaborative Software Engineer to help drive the design, implementation, and support of tools for Absurd’s cinematic content pipeline.

As a Cinematics Pipeline Tools Engineer, you will be passionate about developing tools and systems that enable animators, audio engineers, and cinematic producers to create world-class cinematic content for our games.

Your mission will be to ensure a streamlined process for moving content from capture through a variety of production tools and ultimately into our games. You will work across a broad range of technologies and workflows, developing C# tools to automate audio and motion capture collection and processing; C# and Node.js tools to support studio operations such as scheduling and actor database management; tools for ingesting assets into Unreal Engine; C++ and Python tools for moving content to and from external applications such as Premiere, Maya, and Pro Tools; and C++ tools for working with cinematic content directly within Unreal Engine.

Core Responsibilities
  • Work directly with leadership from Absurd’s production department to identify audio and motion capture toolchain requirements, and then build, test, and support those tools.
  • Support and guide work done by creative staff who use agentic coding as part of their regular workflows.
  • Interface with animators, audio engineers, cinematic producers to design, implement, and support tools for ingesting, authoring, and exporting cinematic content.
  • Participate in technical planning, task estimation, and milestone reviews.
  • Work directly with studio production staff to provide troubleshooting and support during production shoots.
Core Qualifications
  • 5+ years of professional game development experience with a focus on systems for cinematic content capture, management, and authoring
  • 2+ years of professional experience working in Unreal Engine, ideally with experience working with Unreal Sequencer, animation systems, and audio systems
  • 1+ year professional experience developing desktop applications in C# or similar language
  • Ability and desire to thrive in a fast-paced production environment
  • Superb written and verbal communication skills. You will be working with a wide range of studio staff with very different technical skillsets
  • Comfortable using AI coding agents and helping non-engineers use them
  • Comfortable working in both PC and Mac environments
  • Shipped at least one AAA title in an engineering role
  • A customer-centric mindset with excellent problem-solving and technical troubleshooting skills
  • Thirst to learn, experiment, and grow in a rapidly evolving technical environment
Plus if…
  • Hands-on experience developing support tooling for Wwise, ProTools, Premiere, Da DaVinci Resolve, and/or Maya
  • Experience working with motion capture systems like Captury and Xsens
  • Experience working with narrative authoring systems like Articy
  • Experience working with automation pipelines like Horde, TeamCity, or Jenkins
Description
  • Full-time job with benefits.
  • Role is on-site in Santa Monica, CA.
  • Office is located near downtown Santa Monica — near metro and freeways.

The base pay range for this position is $130,000 to $155,000 per year. Actual compensation is based on market location and may vary depending on job-related knowledge, skills, and experience. We also offer a competitive package of benefits including vacation time, sick time, company holidays, parental leave, medical/dental/vision insurance, life insurance, disability insurance, and 401(k) matching to regular full-time employees. Certain roles may also be eligible for bonus and equity.

  • Seniority level Mid-Senior level
  • Employment type Full-time
  • Industries Entertainment Providers
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