Location: Remote (Global)
Employment Type: Contract / Partnership
Compensation: Profit Sharing Agreement (4.0%)
About the Position
Flawky Studios is seeking a dedicated 3D Combat Animator to drive the heavy lifting of our combat system for our upcoming PC-only Action-RPG, Project: Light & Shadow.
Working directly alongside our Lead Animator, you will be the primary hands-on artist bridging 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 heavy Hand-Keyed Animation to create the visceral “snap” and weight of Souls-like 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.
• Weight & Timing: Apply traditional animation principles (Squash/Stretch, Anticipation, Overshoot) to break realism for better gameplay feel. Make the attacks feel heavy, deliberate, and satisfying.
• Weapon Handling: Hand-key complex weapon manipulation (twirls, sheathings, reloads) that requires precise 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 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 read the combat flow and react accordingly.
• Phase Shifts: Create dramatic state-change animations for major boss encounters.
4. Engine Implementation & Collaboration
• Root Motion: Ensure all locomotion and attack animations have the correct Root Motion setup.
• Team Collaboration: Work closely with the Lead Animator for creative feedback, and coordinate 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 for our bootstrapped indie 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 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 your 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 with our Lead Animator.
Employment Type: Contract / Partnership
Compensation: Profit Sharing Agreement (4.0%)
About the Position
Flawky Studios is seeking a dedicated 3D Combat Animator to drive the heavy lifting of our combat system for our upcoming PC-only Action-RPG, Project: Light & Shadow.
Working directly alongside our Lead Animator, you will be the primary hands-on artist bridging 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 heavy Hand-Keyed Animation to create the visceral “snap” and weight of Souls-like 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.
• Weight & Timing: Apply traditional animation principles (Squash/Stretch, Anticipation, Overshoot) to break realism for better gameplay feel. Make the attacks feel heavy, deliberate, and satisfying.
• Weapon Handling: Hand-key complex weapon manipulation (twirls, sheathings, reloads) that requires precise 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 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 read the combat flow and react accordingly.
• Phase Shifts: Create dramatic state-change animations for major boss encounters.
4. Engine Implementation & Collaboration
• Root Motion: Ensure all locomotion and attack animations have the correct Root Motion setup.
• Team Collaboration: Work closely with the Lead Animator for creative feedback, and coordinate 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 for our bootstrapped indie 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 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 your 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 with our Lead Animator.
