Hove, UK (On-Site/Hybrid/Remote)
The Role
You will be part of a team, creating and delivering a large and exciting AAA game for consoles and PC. While we support a variety of systems and content at ACT III, this role specifically focuses on animation technologies and workflows (including character animation, cinematics, and other animated content).
At ACT III, we solve interesting problems as a multi-disciplinary team, not as individuals. Your immediate surroundings include highly skilled animation and gameplay engineers, as well as an excellent animation team. Your role will be to strengthen that team with implementation of latest animation technologies, support for specific content, and a push for highest quality.
Responsibilities
* Design and implement state-of-the-art character animation tech with the team (including motion matching, IK, and various procedural animation techniques).
* Implement and support implementation of cinematics and QTEs.
* Support animation workflows for ambient, in-world content such as NPCs, physics, or props.
* Support and improve workflows, pipelines and tools; both in-engine tools as well as motion capture and animation workflows.
* Troubleshoot and debug issues together with the team.
* Iterative polish to highest quality.
* Review code written by your peers.
Requirements
* You have a degree in Computer Science, Game Programming, Technical Animation or similar, or equivalent professional experience.
* You made major contributions, relevant to this role, to at least one professional game project (AAA or indie) over at least 3 years.
* You have strong C++ knowledge and skills.
* You have strong math skills, especially around 3D transformations as relevant to animation tech.
* You are proficient in the ins and outs of Unreal Engine, specifically around animation and character systems.
* You have an eye for quality and are motivated to promote best practices within the studio and project.
* You like to communicate and collaborate with the team, and are motivated to learn new skills from others, be it technical or creative.
* You live in a time zone close to the UK (Europe or Africa) or are open for relocation. We can offer this role to be fully remote, but would ask that the working time largely overlaps with the rest of the team to not get in the way of tight collaboration.
It's a Bonus if you Have
* Tool design and programming experience
* Experience working on 3Cs (Character, Control, Camera), core mechanics, or AI for NPCs
* Experience doing technical work with Maya, Motion Builder, or Motion Capture pipelines
* Self-motivation to play around with latest technologies