Animation Programmer (All Levels)

guerrilla

Guerrilla

Guerrilla is looking for an Animation Programmer to help extend Decima’s animation systems.

Overview

You will work with Technical Animators, Riggers, The Mocap Team, and other Gameplay programmers to define and extend our in-game Animation Systems.

Who we are

The Game Tech team is responsible for our in-house animation solution. This consists of a hierarchical blend tree/state machine and code generation system to produce native C++ code. We build both the run-time system as well as the authoring tool comparable to the Unreal Animation Blueprint editor. We also work on other areas like facial animation, procedural animation, animation compression/streaming and physics.

What you'll do

  • You will research, design, build and extend the run-time animation systems listed above.
  • Depending on your experience and preference, you will also work on expanding our animation tools UI.
  • You will help artists by analyzing their work(flow), suggesting improvements, and building the systems needed to achieve their vision.
  • You will profile and optimize the performance of the systems you build.

Who you are

  • You have strong communication skills and a good command of the English language.
  • You have a helpful, solution-oriented attitude.
  • You love to R&D and learn new things.
  • You are an experienced C++ programmer and care about writing readable and maintainable code.
  • You have a good understanding of 3D math.
  • You have experience with skeletal animation systems.

Pluses

  • You have experience with machine learning.
  • You have experience with animation authoring tools like Maya.

Interested?

If you think you’re up for the challenge, you can apply by hitting the “apply now” button. Be sure to submit your CV, a cover/motivation letter, and links to:

  • A C++ code sample that showcases your programming skills. Candidates that cannot show code samples should indicate this and we can discuss alternatives.
  • Any demo materials you may have to show off the animation systems you worked on (videos / screenshots / description)

Location:

Date posted: 1970-01-01