Location: Remote (Global)
Employment Type: Contract / Partnership
Compensation: Profit Sharing Agreement (4.0%)
About the Position
Flawky Studios is seeking a dedicated 3D Animator & Technical Rigger to build the skeletal framework and drive the heavy lifting of the combat system for our upcoming PC-only Action-RPG, Project: Light and Shadow.
Working directly alongside our Lead Animator, you will own the pipeline from bone creation to final engine implementation. We utilize a Hybrid Workflow. You will build robust rigs that can handle raw motion capture data, while also allowing for the extreme deformations and visceral “snap” required for hand-keyed, Souls-like combat. We need an artist who can build a clean skeleton, clean up noisy mocap, and manually animate the exaggerated poses and hit-frames that mocap simply cannot capture.
Key Responsibilities
• Rigging & Skinning (The Framework): Create animation-friendly, optimized rigs for humanoids, non-human bosses, and complex mechanical weapons. Paint precise skin weights and develop custom controls that allow for extreme combat poses without mesh tearing.
• Hand-Keyed Combat (The Art): Keyframe combat assets from scratch (or heavily modified mocap) for supernatural abilities and stylized finishers. Apply traditional animation principles (Squash/Stretch, Anticipation) to break realism for a heavier, deliberate gameplay feel.
• Mocap Integration (The Base): Handle the intake and retargeting of raw Motion Capture data onto your custom skeletons. Clean noise, fix popping joints, and ensure solid ground contact using MotionBuilder or Unreal Control Rig.
• Engine Implementation: Set up physics assets (ragdolls, dangling cloth/hair), ensure correct Root Motion data on all locomotion and attacks, and collaborate with programming to tune Animation Blueprints and blend times.
Qualifications
• Dual Skillset: Proven ability to build complex, stable rigs and animate them at a high level using both mocap data and hand-keyed techniques.
• Software: High proficiency in Maya/Blender and MotionBuilder for rigging and animation.
• Unreal Engine 5: Deep experience with UE5’s skeletal mesh pipeline, Control Rig, and Retargeting tools.
• Combat Focus: A reel demonstrating heavy, impactful melee combat and clean deformations on character joints.
Compensation & Partnership
This position is structured as a high-stakes partnership for our bootstrapped team as we build towards a Vertical Slice and publisher pitch.
• Profit Sharing: You will be awarded a legally binding share of 4.0% of the Game’s Net Profit following commercial release.
• Future Stipends: Upon successfully securing publisher funding from our Vertical Slice, our goal is to transition the core team to monthly stipends.
• Creative Attribution: Under our Idea Attribution Program, unique combat moves, rig setups, or boss behaviors you choreograph will be formally credited to you.
Application Process
Step 1: Submission Click the “Apply Now” button below. You will be prompted to:
• Import your CV/Resume (PDF or LinkedIn export).
• Provide a link to your Animation & Rigging Reel (Vimeo/YouTube/ArtStation). Please ensure your reel includes rig breakdowns (controls, skin weight deformations) alongside final animations.
• Answer specific questions regarding your rigging pipeline and keyframe vs. mocap workflows.
Step 2: Review & Interview Applications are reviewed on a rolling basis. Selected candidates will be invited to review their reel and rig breakdowns frame-by-frame with our Lead Animator.
Employment Type: Contract / Partnership
Compensation: Profit Sharing Agreement (4.0%)
About the Position
Flawky Studios is seeking a dedicated 3D Animator & Technical Rigger to build the skeletal framework and drive the heavy lifting of the combat system for our upcoming PC-only Action-RPG, Project: Light and Shadow.
Working directly alongside our Lead Animator, you will own the pipeline from bone creation to final engine implementation. We utilize a Hybrid Workflow. You will build robust rigs that can handle raw motion capture data, while also allowing for the extreme deformations and visceral “snap” required for hand-keyed, Souls-like combat. We need an artist who can build a clean skeleton, clean up noisy mocap, and manually animate the exaggerated poses and hit-frames that mocap simply cannot capture.
Key Responsibilities
• Rigging & Skinning (The Framework): Create animation-friendly, optimized rigs for humanoids, non-human bosses, and complex mechanical weapons. Paint precise skin weights and develop custom controls that allow for extreme combat poses without mesh tearing.
• Hand-Keyed Combat (The Art): Keyframe combat assets from scratch (or heavily modified mocap) for supernatural abilities and stylized finishers. Apply traditional animation principles (Squash/Stretch, Anticipation) to break realism for a heavier, deliberate gameplay feel.
• Mocap Integration (The Base): Handle the intake and retargeting of raw Motion Capture data onto your custom skeletons. Clean noise, fix popping joints, and ensure solid ground contact using MotionBuilder or Unreal Control Rig.
• Engine Implementation: Set up physics assets (ragdolls, dangling cloth/hair), ensure correct Root Motion data on all locomotion and attacks, and collaborate with programming to tune Animation Blueprints and blend times.
Qualifications
• Dual Skillset: Proven ability to build complex, stable rigs and animate them at a high level using both mocap data and hand-keyed techniques.
• Software: High proficiency in Maya/Blender and MotionBuilder for rigging and animation.
• Unreal Engine 5: Deep experience with UE5’s skeletal mesh pipeline, Control Rig, and Retargeting tools.
• Combat Focus: A reel demonstrating heavy, impactful melee combat and clean deformations on character joints.
Compensation & Partnership
This position is structured as a high-stakes partnership for our bootstrapped team as we build towards a Vertical Slice and publisher pitch.
• Profit Sharing: You will be awarded a legally binding share of 4.0% of the Game’s Net Profit following commercial release.
• Future Stipends: Upon successfully securing publisher funding from our Vertical Slice, our goal is to transition the core team to monthly stipends.
• Creative Attribution: Under our Idea Attribution Program, unique combat moves, rig setups, or boss behaviors you choreograph will be formally credited to you.
Application Process
Step 1: Submission Click the “Apply Now” button below. You will be prompted to:
• Import your CV/Resume (PDF or LinkedIn export).
• Provide a link to your Animation & Rigging Reel (Vimeo/YouTube/ArtStation). Please ensure your reel includes rig breakdowns (controls, skin weight deformations) alongside final animations.
• Answer specific questions regarding your rigging pipeline and keyframe vs. mocap workflows.
Step 2: Review & Interview Applications are reviewed on a rolling basis. Selected candidates will be invited to review their reel and rig breakdowns frame-by-frame with our Lead Animator.
