Full-Time Senior Technical Animator
People Can Fly is hiring a remote Full-Time Senior Technical Animator. The career level for this job opening is Experienced and is accepting Montreal, Canada based applicants remotely. Read complete job description before applying.
People Can Fly
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- Develop/maintain rigging and animation pipelines
- Create high-quality rigs (characters, creatures, props)
- Collaborate across departments
- Contribute to pipeline tools
- Support cloth/hair simulation
- Provide clean/optimized assets
- Mentor and provide technical feedback
- 5+ years experience
- Strong Maya rigging/skinning
- Strong anatomy and deformation knowledge
- Facial rig experience
- Cloth/hair physics sim
- Python scripting (Maya + MotionBuilder)
- MotionBuilder or similar DCCs
- Strong communication and collaboration
- Shipped AAA title(s)
- Modeling/animation experience
- Houdini/Blender familiarity
This role is a hybrid between rigger, animator support, and pipeline engineer. Beyond character setup, it requires building robust tools in Maya/MotionBuilder, supporting retargeting from legacy rigs, and ensuring scalable, reusable solutions.
Expected to interface frequently with stakeholders across Animation, Character Art, Tech Art, and Engineering, aligning rigging tools and deformation quality with gameplay needs. Must be proactive in debugging, surfacing risks, and validating rigs directly in-game builds.
Requires skillsets of understanding technical animation of human, animal, creature and facial anatomy with strong deformation solutions (skin weighting, corrective blendshapes, pose-space deformers, RBFs). Comfort with cloth/physics simulation. MotionBuilder is strong plus. Strong communication and organizational skills are expected — the role juggles “a lot of moving parts” across animation, rigging, and pipeline needs.
Needs to thrive in a tool-driven environment, where automation, serialization, and re-use are expected. Must adapt legacy character data into modern rigs and support scalable pipelines for archetypes and facial systems. Acts as a mentor: helps guide partners and less-experienced riggers/animators, instilling best practices in deformation, tool use, and workflow consistency.
Should be an avid player of melee action games, understanding how rigging choices affect combat readability, timing, and animation fidelity.
- Requires Python expert-level skills in Maya/Mobu (tool creation, pipeline automation, data serialization).
- Strong MotionBuilder knowledge for integrating facial/body animation workflows.
- Capable of building extensible deformation systems (blendshapes, RBF, corrective poses).
- Must support batch retargeting pipelines to bring legacy data into new rigs.
- Cloth/physics sim experience (setup + troubleshooting) expected.