We are seeking a dedicated 3D Animator to design and implement creature animation sets for our upcoming game. You will bring custom beast models to life across capture, release, and combat sequences.
Core Responsibilities:
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Capture & Release Systems: Create distinct entry and exit sequences (e.g., capture reactions, struggle states, breakout animations, and summoning/spawn transitions).
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Combat Animation Sets: Build snappy, weight-responsive combat motions per beast, including basic attacks, heavy/special abilities, hit reactions, blocks/flinches, and defeat states.
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Rig Integration & Polish: Work directly with custom creature skeletons and rigs, ensuring clean weight distribution, clear silhouettes, and solid game-ready performance loops.
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Pipeline Communication: Proactively report technical blockers, mesh/rig clipping issues, or toolchain limitations to ensure milestones stay on schedule.
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Requirements & Commitment
Experience: Proven portfolio demonstrating character/creature animation using custom rigs and non-standard skeletons (quadrupeds, monsters, or stylized beasts).
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Time Commitment: Minimum of 5 hours per day dedicated to active development and iteration.
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Communication: Highly proactive communication style; comfort with quick feedback cycles and technical problem-solving.
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Legal: Must be 18 years of age or older and eligible to sign a legally binding Non-Disclosure Agreement (NDA).