[PAID] 3D Character Animator (Senior/Lead)

3D Character Animator (Senior/Lead)

As a 3D Character Animator at Vertexbee, you will spearhead the creation of high-fidelity, realistic character performances for an Unreal Engine 5 project.

You’ll be part of a newly formed agile team of industry veterans that will push the boundaries of Unreal Engine to achieve artistic and technical innovation.

Your role will have significant creative and technical influence on animation pipelines and workflows, leveraging the latest UE5 features.

We are on the lookout for people who enjoy setting their own goals and solving the puzzles that come with high-end realism.


Position Details

  • Role: Senior/Lead Character Animator.

  • Type: Full-time Remote (Flexible contract options: Employment or B2B).


What You Will Be Doing

Your day-to-day will look like:

  • Breathing Life into Characters: Creating realistic body and facial human animations that move past the “uncanny valley.”

  • Wrangling Mocap: Taking raw performance capture (body and face) and refining it into something cinematic. We use MotionBuilder, so experience there is a huge help, but not mandatory.

  • Owning the animation pipeline: Collaborating with our tech and rigging teams to make sure our skeletons and tools actually support the level of performance we’re aiming for.


Required Skills & Experience

What You Bring to the Table

  • 7+ Years in the Trenches: You’ve spent significant time in Maya (expert level) working on either film, high-end cinematics, or AAA games.

  • At least one shipped AA/AAA game title or movie.

  • An Obsession with Realism.


Bonus Points (Nice to Have)

  • UE5 Experience: Experience with Unreal Engine 5, including Sequencer and MetaHuman Control Rig.

  • Mocap Experience: Experience working with MoCap data in MotionBuilder.

How to apply:

  • Please send you CV and Demoreel (must include examples of realistic human animations) to talents@vertexbee.com

  • Please note that only shortlisted candidates will be contacted.

Hi, I’m a 3D artist experienced with realistic character workflows in Maya and I can support high quality rigging and animation ready setups for UE5 projects. I’ve worked with clean rigs and performance focused setups that translate well into cinematic and game pipelines. I understand the importance of realism and clean deformation especially for body and facial control systems.
Are you mainly working with mocap based rigs or fully hand-keyed animation setups?

DISCORD: bimplee

MY PAST WORK: ArtStation - MetaHuman UnrealEngine