As a general rule, charming and capable people of all sorts are encouraged to email us. Unless it's about internships (we don't have them, sorry!).
Our next game is still in the very early stages, but we know it's going to focus heavily on animation as a means of conveying mood, revealing character, and providing for player expression. We're drawing inspiration from works like Ico, Windosill, Spirited Away, The Secret of Kells, The Life of Birds, Samurai Jack, and the spirit of Winsor Mccay and early Disney films like Bambi and Fantasia that used (for the time) cutting edge technology to build something that didn't feel technical at all, but instead felt personal and enchanting. That's our hope anyway.
Please note that this job wouldn't start until January, 2018 at the earliest. We're posting this ahead of time so if you're currently working on another project you'll have time to transition. For the right candidate we'd also be open to easing in with part-time or remote work if that helps.
This might be a good fit for you if:
- You've done significant work with animation programming in the past and you have interactive samples (or a reel) you can point to. If this is the first time you're hearing the words "covariance matrix" this is probably not the job for you.
- You're interested in procedural animation as a way to empower animators, not replace them. We want to preserve the sense of life that an animator brings but with enough dynamic support that locomotion feels responsive to gameplay and encourages players to explore the beauty of movement.
- You're someone who looked at Ubisoft's Motion Matching tech and thought, "I wish someone would use this for motion that had nothing to do with combat."
- Ideally you're someone who reads Siggraph papers for fun. With a sense of what's at the bleeding edge and, even better, what WAS bleeding edge 5 years ago that we can finally do in real time. Stuff like this, or this, or this.
- The thought of spending most of your time on non-human, non-bipedal locomation systems is appealing.
- You'd like to work on a small team, roughly 5 - 15 people depending on the phase of production. You'll have a lot of responsibility and very little oversight -- hopefully you're senior enough that you find the prospect of that both exciting and scary.
- You really, really love animation. This job is not about spending the next several years of your life getting rid of any trace of foot sliding. This job is about building elegant systems and intelligently managing priorities so we're making an experience that gets players to actually notice and appreciate our animation. Fixing glitches is part of that, but so is hiding them and drawing attention elsewhere. Your job is to find ways to create and highlight beautiful motion and ultimately to share your love of animation with players.