Lead 3D Animator to build and own the pipeline for rigging and animating low‑poly 3D characters, rendering clean frame sequences, and authoring production‑ready Spine animations for use in Unity 3D.
Hands‑on across the entire flow—from low‑poly character rigging and motion, to render standards, Spine skeleton setup (IK/constraints/weights/skins), and final integration.
Define the 3D‑to‑2D render pipeline, build Spine skeletons, prepare sprite sheets/atlases and Spine exports, and establish workflows and documentation.
Create deformation‑aware character rigs, animate game‑ready cycles and cinematic moments, and drive render consistency for readability in atlases.
Integrate Spine content into Unity, collaborate with designers and VFX, and evaluate/adopt tools and automation to improve productivity.
Requirements
5+ years in character animation for games or interactive content, with shipped titles or live products.
Expert rigging & keyframe skills in Blender or Maya (controllers/constraints, deformation, skinning) focused on low‑poly stylized characters.
Production experience creating Spine rigs and animations: bones/IK/constraints, meshes/weights, skins, dopesheet/graph editing, track mixing, events, and exports for runtime.
Proven 3D→2D render pipeline experience (frame sequences/sprite sheets) optimized for mobile (atlas packing, memory/perf constraints).
Strong animation fundamentals (timing, spacing, arcs, weight, anticipation, follow‑through) and motion readability at small screen sizes.
Clear documentation and spec writing for engineers (states, events, naming, asset maps).