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Technical Animator

Gameplay, 1st & 3rd person

AnimationFull-timeSenior

Remote by default · On-site possible in Austin (TX, USA) or France (Lyon / Nanterre), to be discussed

Own the animation system of Bodycam: procedural first-person animation, aiming and IK, third-person locomotion and motion matching.

You own how bodies and weapons move in Bodycam, from the data to the feel in the player's hands. Our first-person animation mixes authored animation with procedural layers, and a body-cam view hides nothing. You maintain that system, take third-person locomotion further, and give animators a pipeline they trust.

What you will do

  • Own the animation system of the game, first and third person: Animation Blueprints, C++ animation components, montages, curves and data
  • Build the procedural first-person layers: weapon sway, recoil, stressed idles, re-grips and weapon collision
  • Keep aiming precise: aim points and sockets, optics and attachments, transitions with no snapping or jitter
  • Solve IK and camera work: hands, elbows and grips per weapon, camera rig and its stabilisation
  • Bring each new weapon and gadget to life: pistols, rifles, shotguns, grenades, knives, tablet, drone
  • Develop third-person locomotion and poses with ALS, and take it further with UE5 Motion Matching and Pose Search
  • Keep first and third person consistent in multiplayer, and within CPU budgets
  • Maintain the retargeting and motion capture pipeline, and carry the animation systems through engine upgrades
  • Write tools in C++, Blueprint and Python that make animators faster

What we are looking for

  • Solid experience as a technical or gameplay animator on Unreal Engine
  • Proven procedural animation for first-person weapons: sway, recoil, aiming
  • Deep knowledge of Animation Blueprints, Control Rig and IK
  • Comfortable in C++ and Blueprint
  • Hands-on experience with ALS, motion matching or a comparable locomotion system
  • A demanding eye for realistic human motion

Nice to have

  • Shipped first-person shooter
  • Motion capture sessions and cleanup
  • Rigging in Maya or Blender
  • Animation replication and network prediction
Unreal Engine 5Procedural animationAnimation BlueprintsALSMotion MatchingPose SearchControl RigIK RetargeterC++PythonMaya / Blender

What we offer

  • Work on Bodycam, a hyper-realistic FPS played by hundreds of thousands of players
  • A small senior team of about 20 people where your work ships to players every update
  • Unreal Engine 5 on high-end hardware
  • Remote by default, on-site possible in Austin (TX, USA) or France (Lyon / Nanterre), to be discussed. Flexible hours

Portfolio

Videos of animation systems you built, in engine and ideally first-person weapons, with a short breakdown of your part (graphs, debug views, before/after).

How it works

1. We review your portfolio. 2. A first call with the team (30 min). 3. A short practical test or a portfolio review. 4. A final interview with the founders.

Apply for Technical Animator (Gameplay, 1st and 3rd Person)

Portfolio required. We only consider applications with a portfolio that shows your work: images, videos, levels, builds, code or a playable demo.

PositionTechnical Animator (Gameplay, 1st and 3rd Person)
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