Overview
Are you ready to dive into the world of cutting-edge video game development? Headquartered in Montreal, Behaviour Interactive is at the forefront of the gaming industry, crafting u
Full job description
Are you ready to dive into the world of cutting-edge video game development? Headquartered in Montreal, Behaviour Interactive is at the forefront of the gaming industry, crafting unforgettable experiences across PC, console, and mobile platforms. We’re a dynamic, independent studio of over 1200 passionate employees, with studios in Toronto (Behaviour Toronto), Rotterdam (Behaviour Rotterdam) and in the UK (Behaviour UK–North & South). Our day to day revolves around two core business focuses: Services and Original Games. Our Services team collaborates with gaming and entertainment giants like Disney, Sony, Activision, and Nintendo, delivering exceptional work-for-hire development and pioneering immersive location-based entertainment (LBE). Meanwhile, our Original Games unit pushes our creative limits, with our signature IPs, including the iconic Dead by Daylight. Join us and be a part of the future of interactive entertainment!
At Behaviour Interactive, we believe in giving everyone a fair shot. We embrace a diverse and creative environment where everyone is celebrated. We value folks of all ages, sex, ethnicity, colour, ethnic or national origin, religion, sexual orientation, gender identity, civil status, disability, or any other protected characteristics as per applicable law.
We are looking for a Senior Character Artist to help us build a AAA, sci-fi, FPS project in Unreal Engine with a high realism bar. In this position, you’ll play a key role in defining the visual identity of our characters, bringing amazing concept designs to life. If you love creating sci-fi humans this job is for you.
Be responsible for animation and character integration in Unreal Engine, creating and maintaining rigs for bipedal and non-bipedal characters, including mechanical setups. Help define and set up the animation pipelines, from the DCC to the engine. Implement and maintain in-engine animation systems in collaboration with animators and programmers. Investigate, diagnose, and resolve animation bugs across various in-game systems. Ensure character rigs are efficient, scalable, and optimized for real-time performance within the game engine. Create technical documents to share knowledge with animators and programmers.
A minimum of 6 years of experience in animation in the video game industry. Excellent technical skills for rigging and skinning. A good understanding of the principles of animation. Expertise in Blender, Maya and Unreal Engine. Experience working with core animation implementation techniques and logic: Motion Matching, State Machines, Blend Spaces, Behavior and State Trees. Knowledge of Unreal Control Rig and its real-time system applications for procedural animation systems is a big plus.
Prendre en charge l'intégration des animations et des personnages dans Unreal Engine, et créer et maintenir les rigs de personnages bipèdes et non bipèdes, y compris des setups mécaniques; Contribuer à définir et à mettre en place les pipelines d'animation, du logiciel de création (DCC) jusqu'au moteur; Implanter et maintenir les systèmes d'animation dans le moteur, en collaboration avec les équipes d'animation et de programmation; Analyser, diagnostiquer et corriger les bogues d'animation dans les différents systèmes du jeu; T'assurer que les rigs de personnages sont efficaces, évolutifs et optimisés pour la performance en temps réel dans le moteur de jeu; Rédiger de la documentation technique pour partager tes connaissances avec les équipes d'animation et de programmation.
Au moins 6 ans d'expérience en animation dans l'industrie du jeu vidéo; D'excellentes compétences techniques en rigging et en skinning; Une bonne compréhension des principes de l'animation; Une expertise dans Maya et Unreal Engine; De l'expérience avec les techniques et la logique d'implantation de l'animation : Motion Matching, State Machines, Blend Spaces, Behavior Trees et State Trees; La connaissance de Control Rig d'Unreal et de ses applications en temps réel pour les systèmes d'animation procédurale est un atout majeur; La connaissance de MEL, de Python ou de Mgear est un atout.
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