Technical Animator / Senior Technical Animator — Quadrupeds, Unreal Engine

Xsolla · Serbia

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1w agoPosted · Sep 14
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Experience5+ years

Skills in this posting

The posting

ABOUT YOU

We're looking for an experienced Technical Animator who is passionate about bringing quadruped characters to life with realistic, believable movement in Unreal Engine. You have a strong understanding of animal biomechanics and locomotion, and you're confident working across the full animation pipeline — from rigging and Control Rig setup to fully optimized, production-ready animation systems for multiplayer gameplay.

ABOUT US

Xsolla is a global commerce company with robust tools and services to help developers solve the inherent challenges of the video game industry. From indie to AAA, companies partner with Xsolla to help them fund, distribute, market, and monetize their games.

Grounded in the belief in the future of video games, Xsolla is resolute in the mission to bring opportunities together, and continually make new resources available to creators.

Headquartered and incorporated in Los Angeles, California, Xsolla operates as the merchant of record and has helped over 1,500+ game developers to reach more players and grow their businesses around the world. With more paths to profits and ways to win, developers have all the things needed to enjoy the game.

For more information, visit xsolla.com.

RESPONSIBILITIES

Develop and maintain animation systems for quadruped characters

Set up Animation Blueprints, State Machines, Blend Spaces, Animation Layers

Create and configure IK/FK, Full Body IK, and procedural animation systems

Set up locomotion: walk, trot, canter, gallop, turns, starts/stops, jumps

Configure blending, additive animations, sync groups, and transitions

Work with IK Rig / IK Retargeter and adapt animations between different skeletons

Work with motion capture data, cleanup, and retargeting

Create and maintain Control Rig tools

Fix foot sliding, popping, IK, and blending artifacts

Optimize Animation Blueprints, Control Rig, and skeletal animation systems

Develop and maintain animation systems for multiplayer projects

Work with networked locomotion, prediction, and reconciliation

Synchronize Montages and locomotion states in networked gameplay

Collaborate with animators, game designers, and programmers

Develop and improve the animation pipeline and internal tools

REQUIREMENTS

5+ years of experience in technical animation / gameplay animation

Hands-on experience with quadruped characters

Portfolio with quadruped animation examples — required

Strong knowledge of Unreal Engine: Animation Blueprints, Control Rig, IK Rig / Retargeter, Blend Spaces, State Machines

Solid understanding of animal biomechanics and quadruped locomotion

Experience with rigging, skinning, and skeleton setup

Experience with motion capture pipelines

Experience with Maya, MotionBuilder, or a similar DCC tool

Understanding of root motion, animation curves, notifies, montages, additive animation

Experience debugging and optimizing animation systems

Understanding of the differences between local and replicated character state

Understanding of which animation states/variables should be calculated locally versus driven by replicated gameplay state

Understanding of latency, desync, animation popping issues, and ways to minimize them

Conversational English

Experience working on AA or AAA game projects

NICE TO HAVE

Experience animating large quadrupeds (not just domestic animals, but heavy/massive locomotion)

Motion Matching / Pose Search

Full Body IK / procedural locomotion

Python / scripting

C++ in Unreal

Building animation tools

Experience optimizing NPC crowds / large numbers of skeletal meshes

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