Přejít na obsah

Technický animátor (Rigging/Skinning)

Bohemia Interactive a.s. · Software

Shrnutí

Bohemia Interactive hledá technického animátora se specializací na rigging a skinning pro hru Arma 4. Role zahrnuje tvorbu a údržbu riggingů a skinningů postav, práci s MotionBuilderem a integraci animací do herního enginu.

Klíčové údaje

Stav
Dostupná
Lokalita
Prague
Forma práce
Na místě
Datum nástupu
Ihned
Úroveň
Středně pokročilý
Požadované dovednosti
  • rigging
  • skinning
  • MotionBuilder
  • implementace animací
  • zpracování MoCap dat
  • Python
  • MEL scripting
  • Unreal Engine
Benefity
  • Všechny naše hry zdarma
  • 27 dní dovolené ročně
  • plán podílu na zisku společnosti
  • benefitní program
  • příspěvek na stravování
Odhadovaná mzda (neoficiální)
~65k–80k Kč/moHrubý odhad pro pozici na plný úvazek — neuvedeno zaměstnavatelem Jak se to počítá?

Úplný popis

MEDIORTECHNICAL ANIMATOR (RIGGING/SKINNING)

Bohemia Interactive, the leading independent game development company in the Czech Republic, with over 25 years in the industry, is looking for a Technical Animator focused on rigging and skinning for Arma 4.

TECHNICAL ANIMATOR (RIGGING/SKINNING)

Bohemia Interactive is looking for a Technical Animator focused on character rigging, skinning, MotionBuilder workflows, animation implementation, and MoCap data processing.

You will help build and maintain high-quality character animation pipelines, preparing characters for animation and engine integration while collaborating with animators, programmers, and designers.

The role combines technical expertise with artistic understanding, requiring experience with character pipelines, retargeting, game-engine workflows, and preferably MoCap processing (especially Vicon → MotionBuilder). We are open to both contractor and employee cooperation.

Responsibilities

Create and maintain high-quality skinning for characters, creatures, and hard-surface animated assets

Prepare character rigs and animation-ready assets for production

Work with MotionBuilder for FK/IK rigging, constraints, relation constraints, and procedural rigging

Cooperate with animators, programmers, and designers on animation implementation

Help maintain a clean DCC-to-engine animation pipeline

Troubleshoot rigging, skinning, export, and implementation issues

Work with node-based tools and technical animation systems

Report progress and technical risks clearly to the lead or production owner

Requirements

Strong skinning workflow for both organic characters and hard-surface animated assets

Good knowledge of character-oriented skinning techniques

Strong knowledge of Autodesk MotionBuilder

Experience with FK/IK rigging, constraints, relation constraints, and procedural rigging

Good knowledge of Python and/or MEL scripting

Understanding of game-engine animation workflows

Good knowledge of node-based pipelines

Understanding of animation principles

Ability to solve technical problems independently

Team-oriented mindset and clear communication skills

Ability to cooperate with animators and programmers

Nice to Have

Experience with MotionBuilder Character and Character Controls

Experience with MoCap workflows and animation retargeting

Experience with Vicon → MotionBuilder pipelines

Experience with Unreal Engine, Unity, CryEngine, or proprietary game engines

Experience with character, creature, or humanoid animation systems

Basic understanding of export formats and runtime animation constraints

We offer

A friendly team of people who are enthusiastic about games

Possibilities for skill development and growth

All our games for free

27 days of holidays per year, company profit-sharing plan, benefit program, meal contribution

PROJECT

ARMA 4

Become an architect of next-generation military simulation. Arma 4 represents the pinnacle of our 25-year journey and an ambitious leap forward, powered by our proprietary Enfusion engine. Join us in developing the most complex military sandbox yet, merging unparalleled realism, massive scale, and cutting-edge technology. We are looking for visionaries to help us build a platform that will define the tactical shooter genre for the next decade.

LOCATION

PRAGUECZECH REPUBLIC

In Prague, our capital city, in the Smíchov area, there are several branches where DayZ is being developed, as well as Arma and Cosmo Tales, and of course our proprietary Enfusion Engine technology. All supporting departments, such as Publishing, Marketing, Operations and QA, are also based here.

BRNOCZECH REPUBLIC

In the unofficial capital of video games in the Czech Republic, Bohemia Interactive has a branch near the main train station, and just like at other branches, Arma is being developed here, as well as Vigor.