One man studio hiring Rigger artist

 

one man studio rigger job opening

Studio: One Man Studio

Job Opening: Senior Character Rigger

Locations: Fully Remote

Type: Full-time

Experience Required: 5+ years for real-time games, 1+ shipped AA/AAA title

The Role:

Build deformation-ready character rigs that take client-approved proxies to final, game-ready performance at AAA shipping quality. You’ll support the three character pods, working with the Principal Character Artist, Animation, and Tech Art to deliver clean deformations, robust controls, and smooth Unreal integration.

What You’ll Do:

  • Rig to final: Author modular body rigs with clean control schemes; set up IK/FK, constraints, twist/roll, and space switching.
  • Skin & correctives: Weight meshes for stable deformation; create corrective shapes/driven keys for extreme poses.
  • Unreal integration: Export reliably; set up Control Rig, IK Retargeter/IK Rig assets, sockets, and physics assets; validate in-engine.
  • Performance: Keep rigs lightweight and animator-friendly; manage evaluation order, proxy/LOD rigs, and playback stability.
  • Tooling: Build small tools (Python/MEL) for rig build, naming, export, and validation; maintain templates and checkers.
  • Collaboration: Triage deformation issues with Character Art; partner with Animation on UX and authoring workflows; document the essentials.

Requirements:

  • 5+ years rigging for real-time games; 1+ shipped AA/AAA title (or live equivalent).
  • Expert Maya rigging/skin weighting; rock-solid deformation fundamentals and topology literacy.
  • Strong Unreal Engine pipeline knowledge: Control Rig, IK Rig/Retargeter, Physics Asset Tool, socketing, import/export sanity.
  • Practical Python/MEL for tools and batch ops.
  • Clear communicator; reliable in a remote, multi-time-zone setup.

Softwares:

  • Maya
  • Unreal Engine

Nice to Have:

  • Experience with physics/secondary motion (ragdoll, joint-driven accessories), cloth/hair collision setups.
  • Exposure to mocap/retargeting pipelines and pose readers.
  • Background in animation (posing/timing) to improve rig usability.
  • Familiarity with performance profiling of rigs inside UE.

Portfolio:

Show rig demos with succinct breakdowns: control layouts, deformation tests (extreme body poses), export/UE validations, and any tooling snippets. If we can’t see stability, usability, and in-engine results, we can’t assess.

What Success Looks Like:

  • Animators work fast and without crashes; minimal hand-fixing.
  • Rigs survive notes and extreme poses while staying performant.
  • Predictable delivery across pods with consistent standards

Apply now: Send your resume here