Animation
3D Animator
Character performance and gameplay animation, for cinematics and in-engine work.
The work
Split roughly between cinematic shot work and gameplay cycles, and which half you get depends on where you are strongest. Both go through the same weekly playblast review with the client watching, so the work is seen while it is still rough.
What you would be doing
- Block, spline and polish shots against a boarded sequence and a fixed shot length.
- Build gameplay sets — locomotion, attacks, transitions — that loop cleanly and hit their frame budgets.
- Work on rigs you did not build, and report what is broken instead of animating around it.
- Post a playblast every week, whatever state it is in.
- Hand over scenes named and organised well enough that someone else could pick up the shot.
What we need from you
- A reel under two minutes, cut to the work, with a breakdown of what was yours.
- Maya, with graph editor fluency — if you only animate on the timeline, this is not the seat.
- The fundamentals visible in the work: weight, timing, arcs, anticipation. We will name the one that is missing.
- A year or more on work that shipped or was delivered to a client. Strong student reels are read.
Missing one of these and strong on the rest? Apply anyway and say which one. We have hired on that basis before, and the reel decides it — not the checklist.
Nice to have
Genuinely optional. None of these decide it.
- Unreal Sequencer, or gameplay animation set up inside an engine.
- Motion capture cleanup.
- An acting or life-drawing background.
Software you would be in
- Maya
- Unreal Engine
- Blender
- After Effects
What to send
Cut it short and lead with your best shot — we watch the first fifteen seconds properly and the rest in context. Put the playblast next to the final if the polish pass is the part you are proud of.
A link is all we need — ArtStation, Vimeo, a personal site, a Drive folder or a PDF. Please check the sharing permission before you send it.
Apply
Apply for 3D Animator
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