Senior Technical Animator – Quadrupeds, Unreal Engine
Posted 4ds ago
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Job Description
Technical Animator building realistic quadruped animation systems in Unreal Engine for Xsolla’s global video game commerce business. Supporting optimized multiplayer locomotion, rigging, and animation tools.
Responsibilities:
- Develop and maintain animation systems for quadruped characters
- 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 locomotion including walking, trotting, cantering, galloping, turns, starts/stops, and 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
Benefits:
- Unlimited Flexible Time Off
- Personalized career roadmap for each employee
- Professional development through training and educational opportunities
- Supportive environment prioritizing physical, mental, and emotional well-being
- Background checks conducted after the final interview stage, where permitted by law
- Confidential handling of applicant information
- Privacy protection and non-distribution of personal data














