Xsolla

technical animator for quadruped characters

In short

Senior technical/gameplay animator role focused on quadruped characters, building and optimizing Unreal Engine animation systems (Animation Blueprints, Control Rig, IK Rig/Retargeter) and networked locomotion for a game commerce company's AA/AAA projects. Requires 5+ years of technical animation experience, a portfolio with quadruped animation work, deep Unreal Engine and quadruped biomechanics knowledge, motion capture pipeline experience, and familiarity with Maya or similar DCC tools. The position is a remote contractor engagement with conversational English required.

About
Xsolla is a global commerce company that provides tools and services to help video game developers fund, distribute, market, and monetize their games. It operates as a merchant of record and serves game developers around the world.
Responsibilities
•Develop and maintain animation systems for quadruped characters and multiplayer projects
•Set up Animation Blueprints, State Machines, Blend Spaces, and Animation Layers
•Create and configure IK/FK, Full Body IK, and procedural animation systems
•Set up quadruped locomotion, including walking, trotting, cantering, galloping, turns, starts and stops, and jumps
•Configure blending, additive animations, sync groups, and transitions
•Adapt animations between different skeletons using IK Rig and IK Retargeter
•Process, clean up, and retarget motion capture data
•Create and maintain Control Rig tools
•Fix foot sliding, popping, IK, and blending artifacts
•Optimize Animation Blueprints, Control Rig, and skeletal animation systems
•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
•At least 5 years of experience in technical animation or gameplay animation
•Hands-on experience with quadruped characters
•Portfolio with quadruped animation examples is required
•Strong knowledge of Unreal Engine, including Animation Blueprints, Control Rig, IK Rig / Retargeter, Blend Spaces, and 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, and additive animation
•Experience debugging and optimizing animation systems
•Understanding of the differences between local and replicated character state
•Understanding of which animation states and 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 and heavy or massive locomotion
•Motion Matching / Pose Search
•Full Body IK / procedural locomotion
•Python / scripting
•C++ in Unreal
•Building animation tools
•Experience optimizing NPC crowds or large numbers of skeletal meshes
Conditions
•Contractor engagement
•Unlimited Flexible Time Off
•A personalized career roadmap
•Training and educational opportunities for professional development
•Background checks may be conducted after the final interview stage, where permitted by law, in compliance with local regulations

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