Procedural rigging and skinning of characters with an emphasis on their runtime deformation.
Within the Technical Animation team you will define processes and tools that help improve the overall quality of our skinned characters in the most efficient way possible. We work closely with the Animation, Modeling and Outsourcing teams to turn their art assets into runtime assets. Together with the Engineering team we help develop tools and workflows, and to troubleshoot runtime issues.
You will collaborate with our Art, Design, and Animation teams to help meet our aesthetic and in-game requirements while working within technological specifications. You will assume responsibility for the skinning and procedural rigging of our characters, with an emphasis on their run-time deformation. Achieving the delicate balance between quality and performance impact is an important part of your day-to-day tasks.
Your main tasks and responsibilities will include:
We’d love to hear from you when:
A practical skills test will be part of the selection process. Selected candidates will be informed about the details of this test in due time.
If you think you’re up for the challenge, we’d love to hear from you! You can apply before May 30th, 2019 by hitting the “apply now” button. Be sure to submit your CV, Cover Letter and showreel where you showcase your best and most recent work.
If you have any questions, feel free to contact Riem Halawani (Studio Recruiter) through ).
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