Location: Remote (Global)
Employment Type: Contract / Partnership
Compensation: Profit Sharing Agreement (4.5%)
About the Position
Flawky Studios is seeking a specialized 3D Combat Animator who bridges the gap between realism and style.
We utilize a Hybrid Workflow. While we use Motion Capture for the foundation of human movement, we rely on Hand-Keyed Animation to create the visceral “snap” of combat. We are looking for an artist who can clean mocap data but isn’t afraid to delete keys and manually animate exaggerated poses, hit-frames, and supernatural abilities that mocap simply cannot capture.
Key Responsibilities
1. Hand-Keyed Combat (The “Art”)
• Keyframe Animation: Create combat assets from scratch (or heavily modified from mocap) for non-human enemies, supernatural abilities, and stylized finishers.
• Exaggeration & Timing: Apply traditional animation principles (Squash/Stretch, Anticipation, Overshoot) to break realism for better gameplay feel. Make the attacks feel faster and heavier than real life.
• Weapon Handling: Hand-key complex weapon manipulation (twirls, sheathings, reloads) that requires precise finger/hand placement.
2. Mocap Integration (The “Base”)
• Pipeline Management: Handle the intake of raw Motion Capture data. You will clean noise, fix popping joints, and ensure solid ground contact.
• Retargeting: Successfully retarget mocap data onto our custom MetaHuman/Game skeletons within Unreal Engine 5 using Control Rig or MotionBuilder.
3. Boss & Enemy Design
• Telegraphing: Animate clear visual “tells” (anticipation frames) for enemy attacks so players can react and parry.
• Phase Shifts: Create dramatic state-change animations for Boss phases.
4. Engine Implementation
• Root Motion: Ensure all locomotion and attack animations have correct Root Motion setup.
• Collaboration: Work with the Gameplay Programmer to tune blend times-knowing when to let an animation finish and when to let the code interrupt it.
Qualifications
• Hybrid Skillset: Proven ability to work with Motion Capture Data AND strong Keyframe skills. You should be comfortable animating without any mocap reference when needed.
• Software: Proficiency in Maya/Blender and MotionBuilder.
• Unreal Engine 5: Experience with Control Rig and Animation Blueprints.
• Combat Focus: A reel demonstrating heavy, impactful melee combat. You understand the difference between “realistic movement” and “satisfying game movement.”
Compensation & Partnership
This position is structured as a high-stake partnership.
• Profit Sharing: You will be awarded a legally binding share of 4.5% of the Game’s Net Profit following commercial release.
• Creative Attribution: Under our Idea Attribution Program, unique combat moves 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).
• Complete the Questionnaire:
• Link to Animation Reel (Vimeo/YouTube/ArtStation).
• Specific questions regarding Keyframe vs. Mocap workflows.
Step 2: Review & Interview
Applications are reviewed on a rolling basis. Selected candidates will be invited to an Online Meeting Platform to review their reel frame-by-frame.
Employment Type: Contract / Partnership
Compensation: Profit Sharing Agreement (4.5%)
About the Position
Flawky Studios is seeking a specialized 3D Combat Animator who bridges the gap between realism and style.
We utilize a Hybrid Workflow. While we use Motion Capture for the foundation of human movement, we rely on Hand-Keyed Animation to create the visceral “snap” of combat. We are looking for an artist who can clean mocap data but isn’t afraid to delete keys and manually animate exaggerated poses, hit-frames, and supernatural abilities that mocap simply cannot capture.
Key Responsibilities
1. Hand-Keyed Combat (The “Art”)
• Keyframe Animation: Create combat assets from scratch (or heavily modified from mocap) for non-human enemies, supernatural abilities, and stylized finishers.
• Exaggeration & Timing: Apply traditional animation principles (Squash/Stretch, Anticipation, Overshoot) to break realism for better gameplay feel. Make the attacks feel faster and heavier than real life.
• Weapon Handling: Hand-key complex weapon manipulation (twirls, sheathings, reloads) that requires precise finger/hand placement.
2. Mocap Integration (The “Base”)
• Pipeline Management: Handle the intake of raw Motion Capture data. You will clean noise, fix popping joints, and ensure solid ground contact.
• Retargeting: Successfully retarget mocap data onto our custom MetaHuman/Game skeletons within Unreal Engine 5 using Control Rig or MotionBuilder.
3. Boss & Enemy Design
• Telegraphing: Animate clear visual “tells” (anticipation frames) for enemy attacks so players can react and parry.
• Phase Shifts: Create dramatic state-change animations for Boss phases.
4. Engine Implementation
• Root Motion: Ensure all locomotion and attack animations have correct Root Motion setup.
• Collaboration: Work with the Gameplay Programmer to tune blend times-knowing when to let an animation finish and when to let the code interrupt it.
Qualifications
• Hybrid Skillset: Proven ability to work with Motion Capture Data AND strong Keyframe skills. You should be comfortable animating without any mocap reference when needed.
• Software: Proficiency in Maya/Blender and MotionBuilder.
• Unreal Engine 5: Experience with Control Rig and Animation Blueprints.
• Combat Focus: A reel demonstrating heavy, impactful melee combat. You understand the difference between “realistic movement” and “satisfying game movement.”
Compensation & Partnership
This position is structured as a high-stake partnership.
• Profit Sharing: You will be awarded a legally binding share of 4.5% of the Game’s Net Profit following commercial release.
• Creative Attribution: Under our Idea Attribution Program, unique combat moves 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).
• Complete the Questionnaire:
• Link to Animation Reel (Vimeo/YouTube/ArtStation).
• Specific questions regarding Keyframe vs. Mocap workflows.
Step 2: Review & Interview
Applications are reviewed on a rolling basis. Selected candidates will be invited to an Online Meeting Platform to review their reel frame-by-frame.
