Rigging Artist required at DON’T NOD Studio

Rigging Artist required at DON'T NOD Studio

Studio: DON’T NOD

Job Opening: Rigging Artist

Location: Montreal, QC, Canada

Type: Full-Time

Responsibilities:

  • identify specific production needs in terms of rigging and meet the production schedule;
  • ensure the integration, maintenance and improvement of animated systems in order to design efficient rigs adapted to production needs;
  • to work closely with programmers, modelers and animators to implement the various assets in the game;
  • write and supervise the writing of Python/MEL interfaces or tools required to support the rigging and animation department;
  • advise the rigging and animation team on the best methods for creating and using rigs and various rigging and animation tools;
  • to collaborate with different disciplines in order to build our character and animation pipelines, our rigging systems, our global animation tools and to participate in engine troubleshooting;
  • to maintain excellent communication and to have the ability to act as an ambassador between art and engineering.

Qualifications & Skills:

  • At least 5 years of relevant experience;
  • Excellent knowledge of Maya and Unreal;
  • Good knowledge of Python/MEL;
  • Understanding and hands-on experience with animation rigs, gaming constraints and various approaches to creating high-quality gaming experiences;
  • Good understanding of the anatomy, volumes, masses and movement dynamics of the characters;
  • Demonstrate an analytical mind in the execution of the corrections requested by the animation directors and supervisors;
  • Methodical and organized approach to working with high quality standards;
  • Sense of initiative, originality and ingenuity in problem solving;
  • Demonstrate good management of priorities and deadlines in order to complete tasks within the deadlines allocated by production;
  • Be used to working in a team and collaborating with other trades.

What would be a plus for us?

  • An interest in narrative games and their ability, via their characters, to convey emotions;
  • Experience with Unreal MetaHuman;
  • Experience with the development of a modular pipeline;
  • Knowledge of C/C++;
  • Knowledge of simulation systems such as nCloth, nHair, xGen or others;
  • Familiarity with procedural animation systems.

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