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Technical Animator

Roles & Responsibilities

  • Strong experience with rigging and skinning for game characters and weapons
  • Deep knowledge of the game animation pipeline (DCC to Engine)
  • Experience working with Maya for rigging and animation workflows
  • Experience integrating animation systems into Unreal Engine

Requirements:

  • Collaborate with the Animation Lead to define, maintain and improve the animation pipeline across DCC tools and Unreal Engine
  • Develop and maintain high-quality character and weapon rigs to support gameplay and cinematics
  • Support the implementation and optimization of Animation Blueprints (ABP) and animation systems in Unreal
  • Work with animators to ensure animation assets integrate correctly into the engine, including troubleshooting export and import issues

Job description

Our Animation Department is looking for a highly technical and problem-solving oriented Technical Animator to join our Art Development Team.

This role sits at the intersection of animation, tools development and runtime systems, helping ensure that our character and weapon animation pipelines are scalable, performant and production-ready.

The ideal candidate combines a strong background in rigging, animation systems and pipeline development with hands-on experience integrating animation content into Unreal Engine.

As a Technical Animator, you will collaborate closely with animators, programmers and technical artists to improve the animation pipeline, develop robust animation systems, and ensure that assets move smoothly from DCC tools to the game engine.

You will also play a key role in optimizing character rigs, supporting animation blueprint systems, and enabling scalable animation workflows for large productions.

Responsibilities

  • Collaborate with the Animation Lead to define, maintain and improve the animation pipeline across DCC tools and Unreal Engine.

  • Develop and maintain high-quality character and weapon rigs to support gameplay and cinematics.

  • Support the implementation and optimization of Animation Blueprints (ABP) and animation systems in Unreal.

  • Work with animators to ensure animation assets integrate correctly into the engine, including troubleshooting export and import issues.

  • Collaborate with programmers to improve runtime animation performance and scalability.

  • Develop and maintain tools and scripts to automate animation workflows and improve production efficiency.

  • Help establish best practices for rigging, animation export, and engine integration.

  • Assist in the optimization of skeleton structures and animation systems to improve performance and maintainability.

  • Work with the art and design teams to ensure animation systems support gameplay needs.

  • Act as a bridge between artistic goals and technical constraints, ensuring high-quality animation results within engine limitations.

Requirements

  • Strong experience with rigging and skinning for game characters and weapons.

  • Deep knowledge of the game animation pipeline (DCC to Engine).

  • Experience working with Maya for rigging and animation workflows.

  • Experience integrating animation systems into Unreal Engine.

  • Solid understanding of Animation Blueprints, animation blending and state machines.

  • Experience with physics-based animation systems (ragdoll, cloth, hair, etc.).

  • Experience developing tools and scripts for animation pipelines (Python/MEL/C++ or similar).

  • Working knowledge of general programming languages (C++, C#, Python, etc.).

  • Strong problem-solving skills and the ability to debug complex animation pipeline issues.

  • Excellent collaboration skills working with animators, engineers and technical artists.

Nice to Have

  • Experience optimizing large animation systems in AAA productions.

  • Experience working with first-person and third-person animation systems.

  • Knowledge of motion capture workflows and retargeting systems.

  • Experience optimizing skeleton structures and runtime animation performance.

  • Experience supporting large-scale animation libraries or legacy animation integration.

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WHAT WE OFFER

Excellence
Excellence is one of our core drivers. Not only in the products we deliver, but also in the way we do things.

Continuous learning
In order to be on top of the game, we always encourage our employees to keep updating and deepening their know how.

Flexibility
We aim to always work in a fun and relaxed environment.
Working remotely is an option.

Inclusion and Diversity
We want a diverse talent team and would like to encourage ethnicities, gender, age, and disabilities communities with a strong interest in developing themselves in the videogame industry to join us.

ABOUT US

We are Nimble Giant, a game development studio founded in 2002 in Argentina. With offices in Perú, Chile, Spain and Uruguay, Nimble Giant Entertainment (Formerly NGD Studios) is one of the leading developers of PC and console games studios in Latin America. Our first major release, Champions of Regnum, was the first commercial MMORPG made in the region. The studio's most popular titles also include Star Trek: Infinite, a grand strategy in which each player can create their own story, Master of Orion, a remake of the classic strategy game, and Quantum League, an innovative arena shooter with time-traveling mechanics.
In 2020 we become part of Saber Interactive. We are certified as one of the best companies to work for by Great Place to Work®.
Check our latest news! @nimblegiantentertainment

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