Gameplay Animator [Rainbow Six Siege]

UbisoftMontreal, QC
Hybrid

About The Position

As a Gameplay Animator at Ubisoft Montreal, you will be responsible for creating animations and animation systems for the main character in first-person view, as well as equivalent replication animations in third-person view.

Requirements

  • Strong experience creating gameplay animations for video games
  • Proven experience in 3C animation and first-person animation systems (FPS)
  • Strong expertise in motion capture data processing
  • A sharp eye for visual quality and detail
  • An open and collaborative mindset, with the ability to find compromises when solving complex problems
  • Motivation and pride in delivering high-quality work
  • Flexibility and resilience when adapting to production changes
  • A passion for teamwork and sharing ideas in a creative environment
  • Solid understanding of technical constraints related to game engine integration
  • Ability to work effectively in a multidisciplinary team while aligning with artistic and technical visions

Nice To Haves

  • Familiarity with MotionBuilder is a plus
  • Experience working on a shipped AAA title is an asset

Responsibilities

  • Create first-person animations that follow the visual language defined by the Animation Director and respect game design constraints
  • Produce high-quality animations using keyframe animation. Most main character animations are fully keyframed based on multiple video references
  • Process and enhance motion capture data, which is used as a foundation for selected animation systems
  • Fine-tune animation data with a high level of precision, as required by the game engine, with strong attention to detail
  • Export and integrate animations according to technical guidelines, in collaboration with the Technical Director or Technical Animator, as well as designers and programmers
  • Test, review, and iterate on animation systems directly in-game
  • Work closely with fellow animators, the Animation Director, programmers, and designers to deliver features on time and at the expected quality level
  • Take ownership of the final in-game feel of your work, which is the primary measure of animation quality
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