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.