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Senior Animation Engineer

🕐 Hoje📍 Ireland🌍 Remoto

Accountabilities

  • Develop, maintain, and optimize animation runtime systems in Unity, including state machines, blend trees, layers, masks, root motion, animation events, and compression.
  • Design and integrate data-oriented animation solutions using ECS/DOTS, Entities, Jobs, Burst, and baking workflows.
  • Research and implement advanced animation technologies, including GPU skinning, deformation, compute shaders, vertex shaders, and vertex animation techniques.
  • Build Unity Editor tools, validators, asset processors, custom workflows, and production utilities that improve the efficiency of animation teams.
  • Support character rigging, skeleton, skinning, and FBX workflows between DCC tools such as Maya or Blender and Unity.
  • Profile and optimize animation systems across mobile hardware, with particular attention to performance constraints on Adreno and Mali GPUs.
  • Collaborate closely with Animators, Technical Artists, Gameplay Engineers, Rendering Engineers, and other technical disciplines.
  • Lead technical investigations and take promising R&D concepts from initial prototypes through to production-ready and maintainable features.
  • Establish clear documentation, reusable workflows, technical standards, and systems that enable other team members to build confidently.
  • Balance animation quality, runtime performance, system complexity, and usability when making architectural and technical decisions.
  • Review and improve existing animation systems while remaining comfortable evaluating both creative animation workflows and engineering implementations.

Requirements

  • Strong professional experience with C# and Unity engineering.
  • Hands-on experience with ECS/DOTS, including Entities, Burst, Jobs, and baking, or deep equivalent experience with data-oriented engine architecture.
  • Strong understanding of animation runtimes, including state machines, blend trees, layers, masks, root motion, animation events, and compression.
  • Practical experience with GPU skinning and deformation using structured or constant buffers, compute shaders, vertex shaders, or comparable techniques.
  • Shader development experience using HLSL and a node-based tool such as Shader Graph, Amplify, or similar.
  • Solid understanding of character rigs, skeletons, skinning, and FBX pipelines using Maya, Blender, or comparable tools.
  • Experience creating Unity Editor tooling, including asset postprocessors, validators, custom inspectors, editor windows, and production automation tools.
  • Experience profiling and optimizing graphics and animation workloads on mobile platforms, particularly Adreno and Mali hardware.
  • Familiarity with graphics APIs such as GLES and Vulkan and their platform-specific considerations.
  • Strong problem-solving and analytical skills, with the ability to independently investigate complex technical challenges.
  • Excellent communication skills and the ability to work effectively with both artists and engineers.
  • Fluent English.

Nice to have

  • Experience with DOTS animation frameworks such as Rukhanka, Latios Kinemation, or similar technologies.
  • Experience developing or extending a custom animation runtime.
  • Knowledge of networked animation systems involving prediction and rollback.
  • Experience with Netcode for Entities or comparable multiplayer technologies.
  • Experience with procedural animation, including IK, secondary motion, or physics-driven animation layers.
  • Experience developing facial animation systems using blendshapes, bones, textures, or hybrid techniques.
  • Experience with crowd animation systems, including animation LOD, VAT, or update throttling.
  • Previous experience developing animation systems for mobile or other performance-constrained platforms.
  • Experience working on stylized game projects, particularly for mobile platforms.

Benefits

  • Meaningful technical ownership over animation technology on a major Unity3D game project.
  • Direct collaboration with experienced Animators, Technical Artists, Engineers, and discipline leads.
  • The opportunity to work on challenging technical R&D and transform innovative concepts into production-ready systems.
  • A highly collaborative international team and cross-disciplinary working environment.
  • Fully remote work.
  • Flexible contract options depending on location.
  • Competitive compensation based on experience and contract structure.
  • Annual team retreats.
  • Potential for long-term collaboration as the project and team continue to grow.

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