About The Position

We’re seeking a Technical Artist specializing in technical animation and character rigging to help bring expressive, performant characters to life across multiple titles and regions. You’ll collaborate with animation, character art, engineering, and studio leadership to build scalable character systems and animation tools. This role offers the chance to grow alongside experienced teams while learning new techniques and contributing to content you’re passionate about creating.

Requirements

  • 3–4 years of professional experience as a Technical Artist, Technical Animator, or Character Rigger
  • Strong understanding of character rigging principles, skinning, deformation, and animation pipelines
  • Experience with modern game engines (e.g., Unreal Engine, Unity, or similar)
  • Experience with unreal control rig and how to apply it at runtime
  • Proficiency with scripting languages such as Python or MEL, and familiarity with engine-side scripting
  • Solid experience with DCC tools such as Maya or equivalent 3D software
  • Ability to work closely with artists and engineers, translating creative goals into technical solutions

Nice To Haves

  • Experience with advanced deformation systems (muscle systems, corrective shapes, pose space deformation)
  • Familiarity with procedural rigging tools or node-based workflows
  • Experience with motion capture pipelines, retargeting, and cleanup
  • Knowledge of physics-based animation, ragdolls, or runtime IK systems
  • Experience with Houdini for procedural rigging or animation tools
  • Interest in automation, scalability, and long-term tool and rig maintenance

Responsibilities

  • Design, build, and maintain character rigs that support high-quality animation and real-time performance
  • Develop and support animation tools to improve animator workflows and iteration speed
  • Collaborate with animators and character artists to solve deformation, skinning, and control challenges
  • Optimize rigs, skeletons, and animation systems for memory, runtime, and platform constraints
  • Support animation state machines, blend trees, and runtime animation systems in-engine
  • Troubleshoot and resolve animation, rigging, and deformation issues throughout production
  • Document rigging standards, animation workflows, and procedures for cross-team use
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