Home › Companies › Barnstormvfx › Artiste principal(e) de créatures - Lead Creature Artist - QC
Artiste principal(e) de créatures - Lead Creature Artist - QC
Barnstormvfx · Montreal, Quebec, H3C 1T2, Canada · Hybrid · Active · BambooHR
Job facts
| Field | Value |
|---|---|
| Company | Barnstormvfx |
| Title | Artiste principal(e) de créatures - Lead Creature Artist - QC |
| Normalized title | - |
| Department / team | CG |
| Location | Montreal, Canada |
| Work model | Hybrid / Hybrid |
| Employment type | Full Time |
| Salary | - |
| Status | active |
| ATS provider | BambooHR |
| Posted / first seen | 2025-11-28 / 2026-05-30 |
| Changed / last seen | 2026-06-04 / 2026-06-06 |
Related slices
| Page | What it contains | Open |
|---|---|---|
| Company jobs | Active postings from Barnstormvfx. | Open |
| Company breakdowns | Role, location, ATS, and work model facets for this company. | Open |
| ATS provider jobs | Active postings observed through BambooHR. | Open |
| Provider filtered search | The same provider as a filtered job collection. | Open |
| City jobs | Active postings in Montreal. | Open |
| Department jobs | Active postings in CG. | Open |
| Work model jobs | Active Hybrid postings. | Open |
| Lifecycle events | Open, update, close, and reopen events for this posting. | Open |
| Original posting | Canonical source or apply URL captured from the ATS. | Open |
Linked records
| Company | Barnstormvfx |
| Source | 83eb5da6-e04a-4a6c-85cf-f6942c49f664 |
| ATS provider | BambooHR |
Description
English version below :
Creature Lead
À propos de Barnstorm
Barnstorm est un studio d’effets visuels nommé aux Emmy et aux VES, avec des équipes à Burbank (CA) et Vancouver (BC). Nous créons des effets visuels photoréalistes pour des projets télévisés et de streaming, tous genres confondus.
Notre culture de studio repose sur la créativité et la collaboration. En pleine croissance, nous nous engageons à préserver notre ADN agile et centré sur les artistes, tout en faisant évoluer nos structures, workflows et notre encadrement.
Qui vous êtes
Vous êtes un(e) Creature Lead senior, avec une solide expérience en CFX, rigging et disciplines associées, prêt(e) à apporter à la fois une profondeur technique et une grande polyvalence à une équipe qui valorise la clarté, l’autonomie et l’adaptabilité.
Vous avez travaillé sur des pipelines stylisés et photoréalistes, allant de la déformation de personnages à la simulation de cloth, hair, muscle et grooming, avec une compréhension claire de l’impact de ces systèmes sur les départements animation, FX et lighting.
Vous êtes à l’aise avec Maya, Houdini et Python (ainsi que les outils de scripting associés), et capable de résoudre sans difficulté des problèmes complexes de rigs, simulations et déformations en shot.
Vous évoluez naturellement dans des environnements de production rapides, aimez encadrer des artistes, et êtes aussi à l’aise en production hands-on qu’en développement de workflows ou en amélioration des méthodes de travail de l’équipe.
Dans la continuité du modèle Creature Generalist de Barnstorm, vous êtes amené(e) à intervenir sur plusieurs disciplines : rigging, scripting, simulation, tech animation, crowd et CFX setup, avec une forte capacité d’adaptation aux besoins de production.
Environ 25% de votre temps est dédié aux activités de leadership et de développement de département (mentorat, outils, amélioration de workflows, documentation, QC et réunions), le reste étant consacré à la production.
Ce que vous ferez
Production (50%)
Créer, maintenir et résoudre des rigs de personnages et visages de haute qualité (Maya / mGear)
Réaliser des simulations de cloth, hair, muscle et peau via Houdini ou workflows Maya
Optimiser rigs et simulations pour l’animation et la production (grooming, caches, publication)
Développer des outils, scripts et workflows en Python ou VEX
Gérer des tâches de shot : tech anim, corrections de déformation, sculpt correctif, collisions
Débugger, versionner et publier rigs, caches et simulations (Alembic / USD)
Suivre les tâches via ShotGrid/Flow et soutenir les artistes dans les plannings de production
Intervenir sur plusieurs disciplines creature selon les besoins de production
Pionnier / Développement (20%)
Prototyper et améliorer les systèmes de rigging, simulation et déformation
Collaborer avec Pipeline et CG Supervision sur les workflows creature (Maya, Houdini, mGear)
Développer des systèmes procéduraux (auto-rigging, librairies de simulation, caching workflows)
Contribuer aux améliorations d’intégration pipeline entre départements
Créer documentation, templates et standards de workflow
Soutenir la mise en place de systèmes scalables et réutilisables
Équipe (30%)
Encadrer et mentor les artistes rigging, CFX et creature (junior à mid)
Développer la polyvalence multi-disciplinaire de l’équipe
Collaborer avec animation, FX et lighting pour assurer cohérence et continuité des personnages
Participer aux reviews techniques et assurer les standards qualité
Travailler avec la production sur le suivi des tâches et livraisons
Collaborer avec Artist Management sur le staffing et le développement des talents
Donner des inputs techniques sur les bids et plannings
Reporter au Head of Assets & Creature
Ce que vous apportez
8+ ans d’expérience en VFX haut de gamme (épisodique ou long métrage)
2+ ans en rôle Lead ou Supervisory en rigging / CFX / creature
Forte expérience en Houdini CFX (cloth, hair, muscle ou systèmes équivalents)
Excellente maîtrise de Maya, Houdini et Python
Expérience avec mGear, USD, Alembic, VEX
Capacité prouvée à construire, maintenir et debugger rigs et simulations complexes
Expérience multi-disciplinaire en production creature (rigging, simulation, tech anim, crowd)
Bonne compréhension des workflows de shot, caching et intégration pipeline
À l’aise dans des environnements rapides et en évolution constante
Excellentes capacités de communication et esprit collaboratif orienté solution
English version :
Creature Lead
About Barnstorm
Barnstorm is an Emmy and VES-nominated visual effects studio with locations in Burbank, CA and Vancouver, BC. We provide photo-realistic visual effects for television and streaming projects across genres. Our studio culture is built on creativity and collaboration. As we grow, we are committed to preserving our nimble, artist-driven DNA while evolving our structure, workflows, and leadership.
Who You Are
You are a Senior Creature Lead with strong experience across CFX, Rigging, and adjacent creature disciplines, ready to bring both technical depth and multi-disciplinary flexibility to a team that values clarity, ownership, and adaptability.
You’ve worked across stylized and photoreal pipelines, from character deformation to cloth, hair, muscle, and groom simulation, with a strong understanding of how these systems connect downstream into animation, FX, and lighting.
You are fluent in Maya, Houdini, Python (and supporting scripting tools), and are comfortable troubleshooting complex rigs, simulations, and shot-level deformation issues without hesitation.
You thrive in fast-moving production environments, enjoy mentoring artists, and are equally comfortable contributing hands-on to shots, developing workflows, or improving how the team works as a whole.
In line with Barnstorm’s Creature Generalist model, you are expected to work fluidly across rigging, scripting, simulation, tech animation, crowd support, and CFX setup workflows, remaining highly taskable across production needs.
Approximately 25% of your time is dedicated to leadership and department development activities, including mentoring, tooling, workflow improvement, documentation, QC, and meetings, with the remainder focused on hands-on production delivery.
What You’ll Do
Process (50%)
Build, maintain, and troubleshoot high-quality body and facial rigs using mGear and Maya
Simulate cloth, hair, muscle, and skin using Houdini or Maya-based workflows
Optimize rigs and simulation setups for animation and shot production use, including grooming integration and cache publishing
Develop and maintain internal tools, scripts, and workflows in Python or VEX
Handle shot-level creature work including tech anim, deformation cleanup, corrective sculpting, and collision fixes
Debug, version, and publish rigs, caches, and simulations using Alembic and USD pipelines
Use ShotGrid/Flow to track assigned work and support artists in maintaining production schedules
Work across multiple creature disciplines as required to support production needs and maintain team flexibility and taskability
Pioneering (20%)
Prototype and improve rigging, simulation, and deformation systems to scale with show demands
Collaborate with Pipeline and CG Supervision on creature workflow development across Maya, Houdini, and mGear
Develop procedural systems including auto-rigging tools, simulation libraries, and caching workflows
Contribute to pipeline integration improvements across creature disciplines
Create documentation, templates, and workflow standards supporting groom, layout, animation, and lighting handoff
Support development of scalable, reusable systems that increase production efficiency and consistency
People (30%)
Mentor junior and mid-level rigging, CFX, and creature artists, supporting their technical and career growth
Encourage and develop multi-disciplinary capability within the team (rigging, simulation, tech anim, crowd support)
Work closely with animation, FX, and lighting teams to ensure character fidelity and shot continuity
Lead technical reviews, QC passes, and reinforce best practices across creature workflows
Collaborate with Production on scheduling, task tracking, and delivery updates
Collaborate with Artist Management on crewing, performance feedback, and team development needs
Provide technical input into bidding and scheduling for creature-related work
Report to the Head of Assets & Creature
What You Bring
8+ years experience in high-end VFX for episodic or feature production
2+ years experience in a Lead or Supervisory role within rigging/CFX or creature departments
Strong production experience across Houdini CFX workflows (cloth, hair, muscle, or equivalent systems)
Strong proficiency in Maya, Houdini, and Python, with additional experience in mGear, USD, Alembic, and VEX
Proven ability to build, debug, and maintain rigs, simulations, and shot-level deformation systems
Experience working across multiple creature disciplines in a production environment (rigging, simulation, tech anim, crowd support)
Strong understanding of shot-based workflows, caching strategies, and downstream integration requirements
Comfortable working in fast-paced, evolving production environments with shifting priorities
Strong communication skills and a collaborative, solution-oriented mindset
About This Role
This role is open to Canadian based talent . Candidates must be legally authorized to work in Canada and be willing to work on-site/hybrid as required by production and studio location.
Barnstorm VFX is committed to fostering a diverse and inclusive team that provides a meaningful work environment free of discrimination and harassment. We seek to recruit, develop and retain the most talented people from a diverse candidate pool. Indigenous people, people of color, people of all genders or non-genders, and people with disabilities of all types are encouraged to apply. We thank everyone for their interest and application, however only those selected for an interview will be contacted.
We thank all applicants for their interest. Only those selected for an interview will be contacted.
Full job record
| Job ID | 6045ed424423dd8c3d6de9559fd88cbfe4410c2e |
| Org ID | 51ddc6cd-6f7e-4704-a3db-54d27d7e2099 |
| Source ID | 83eb5da6-e04a-4a6c-85cf-f6942c49f664 |
| Board ID | 83eb5da6-e04a-4a6c-85cf-f6942c49f664 |
| Provider | bamboohr |
| Provider Job Key | 176 |
| Title | Artiste principal(e) de créatures - Lead Creature Artist - QC |
| Normalized Title | — |
| Status | active |
| Active | yes |
| Location Text | Montreal, Quebec, H3C 1T2, Canada |
| Department | CG |
| Team | — |
| Employment Type | full_time |
| Workplace Type | hybrid |
| Remote Policy | hybrid |
| Country | Canada |
| Region | — |
| City | Montreal |
| Salary Raw | — |
| Salary Min | — |
| Salary Max | — |
| Salary Currency | — |
| Salary Period | — |
| Source URL | https://barnstormvfx.bamboohr.com/careers/176 |
| Apply URL | https://barnstormvfx.bamboohr.com/careers/176 |
| First Seen At | 2026-05-30 05:57:07Z |
| Last Seen At | 2026-06-06 10:31:17Z |
| Last Checked At | 2026-06-06 10:31:17Z |
| Last Changed At | 2026-06-04 11:40:22Z |
| Inactive At | — |
| Source Posted At | 2025-11-28 00:00:00Z |
| Source Updated At | — |
| Raw Payload Uri | s3://job-postings-prod-raw-590183727216/raw/provider=bamboohr/board=barnstormvfx/date=2026-06-06/2026-06-06T10-31-16-131Z-382c7ff9c47a36228009a3b1294a549653567fb38abed59c885fedb6dc30c17b.json |
Event Fields
{
"content_hash": "b2ca2990710e38adb35aa3cac49c2ba0410e917f50f366226fad579b5c9fa0b3",
"source_hash": "047888b746c0d727cf0d3fd216cda9320763173c646b0aef86d69125ae7010e3",
"last_changed_at": "2026-06-04T11:40:22.408Z",
"active_status": "active"
}Parsed Structured
{
"language": "en",
"location": {
"raw": "Montreal, Quebec, H3C 1T2, Canada",
"city": "Montreal",
"region": null,
"country": "Canada",
"is_remote": false,
"confidence": 0.95
},
"salary_max": null,
"salary_min": null,
"inferred_at": "2026-06-06T10:31:17.550Z",
"launch_scope": {
"reason": "bamboohr_production_catalog",
"included": true,
"location": {
"raw": "Montreal, Quebec, H3C 1T2, Canada",
"city": "Montreal",
"region": null,
"country": "Canada",
"is_remote": false,
"confidence": 0.95
},
"countries": [
"Canada"
]
},
"remote_policy": "hybrid",
"salary_period": null,
"workplace_type": "hybrid",
"salary_currency": null
}Extensions
{}Native Structured
{
"list_job": {
"id": "176",
"isRemote": null,
"location": {
"city": "Montreal",
"state": "Quebec"
},
"atsLocation": {
"city": null,
"state": null,
"country": null,
"province": null
},
"departmentId": "18558",
"locationType": "2",
"jobOpeningName": "Artiste principal(e) de créatures - Lead Creature Artist - QC",
"departmentLabel": "CG",
"employmentStatusLabel": "Full-Time"
},
"detail_errors": [],
"detail_job_opening": {
"location": {
"city": "Montreal",
"state": "Quebec",
"postalCode": "H3C 1T2",
"addressCountry": "Canada"
},
"datePosted": "2025-11-28",
"atsLocation": {
"city": null,
"state": null,
"country": null,
"countryId": null
},
"description": "<p><span style=\"font-family: Inter, sans-serif\"><em>English version below : </em></span></p>\n<p><span style=\"font-family: Inter, sans-serif\"><em></em></span><br></p>\n\n\n<p><span style=\"font-size: 12pt; font-weight: bold\">Creature Lead</span></p>\n<p><br></p>\n<p><span style=\"font-size: 12pt; font-weight: bold\">À propos de Barnstorm</span></p>\n<p>Barnstorm est un studio d’effets visuels nommé aux Emmy et aux VES, avec des équipes à Burbank (CA) et Vancouver (BC). Nous créons des effets visuels photoréalistes pour des projets télévisés et de streaming, tous genres confondus.</p>\n<p>Notre culture de studio repose sur la créativité et la collaboration. En pleine croissance, nous nous engageons à préserver notre ADN agile et centré sur les artistes, tout en faisant évoluer nos structures, workflows et notre encadrement.</p>\n<p><br></p>\n<p><span style=\"font-size: 12pt; font-weight: bold\">Qui vous êtes</span></p>\n<p>Vous êtes un(e) Creature Lead senior, avec une solide expérience en CFX, rigging et disciplines associées, prêt(e) à apporter à la fois une profondeur technique et une grande polyvalence à une équipe qui valorise la clarté, l’autonomie et l’adaptabilité.</p>\n<p>Vous avez travaillé sur des pipelines stylisés et photoréalistes, allant de la déformation de personnages à la simulation de cloth, hair, muscle et grooming, avec une compréhension claire de l’impact de ces systèmes sur les départements animation, FX et lighting.</p>\n<p>Vous êtes à l’aise avec Maya, Houdini et Python (ainsi que les outils de scripting associés), et capable de résoudre sans difficulté des problèmes complexes de rigs, simulations et déformations en shot.</p>\n<p>Vous évoluez naturellement dans des environnements de production rapides, aimez encadrer des artistes, et êtes aussi à l’aise en production hands-on qu’en développement de workflows ou en amélioration des méthodes de travail de l’équipe.</p>\n<p>Dans la continuité du modèle Creature Generalist de Barnstorm, vous êtes amené(e) à intervenir sur plusieurs disciplines : rigging, scripting, simulation, tech animation, crowd et CFX setup, avec une forte capacité d’adaptation aux besoins de production.</p>\n<p>Environ 25% de votre temps est dédié aux activités de leadership et de développement de département (mentorat, outils, amélioration de workflows, documentation, QC et réunions), le reste étant consacré à la production.</p>\n<p><br></p>\n<p><span style=\"font-size: 12pt; font-weight: bold\">Ce que vous ferez</span></p>\n<p><br></p>\n<p><span style=\"font-size: 12pt; font-weight: bold\">Production (50%)</span></p>\n<ul>\n<li>Créer, maintenir et résoudre des rigs de personnages et visages de haute qualité (Maya / mGear)</li>\n<li>Réaliser des simulations de cloth, hair, muscle et peau via Houdini ou workflows Maya</li>\n<li>Optimiser rigs et simulations pour l’animation et la production (grooming, caches, publication)</li>\n<li>Développer des outils, scripts et workflows en Python ou VEX</li>\n<li>Gérer des tâches de shot : tech anim, corrections de déformation, sculpt correctif, collisions</li>\n<li>Débugger, versionner et publier rigs, caches et simulations (Alembic / USD)</li>\n<li>Suivre les tâches via ShotGrid/Flow et soutenir les artistes dans les plannings de production</li>\n<li>Intervenir sur plusieurs disciplines creature selon les besoins de production</li>\n</ul>\n<p><span style=\"font-size: 12pt; font-weight: bold\">Pionnier / Développement (20%)</span></p>\n<ul>\n<li>Prototyper et améliorer les systèmes de rigging, simulation et déformation</li>\n<li>Collaborer avec Pipeline et CG Supervision sur les workflows creature (Maya, Houdini, mGear)</li>\n<li>Développer des systèmes procéduraux (auto-rigging, librairies de simulation, caching workflows)</li>\n<li>Contribuer aux améliorations d’intégration pipeline entre départements</li>\n<li>Créer documentation, templates et standards de workflow</li>\n<li>Soutenir la mise en place de systèmes scalables et réutilisables</li>\n</ul>\n<p><span style=\"font-size: 12pt; font-weight: bold\">Équipe (30%)</span></p>\n<ul>\n<li>Encadrer et mentor les artistes rigging, CFX et creature (junior à mid)</li>\n<li>Développer la polyvalence multi-disciplinaire de l’équipe</li>\n<li>Collaborer avec animation, FX et lighting pour assurer cohérence et continuité des personnages</li>\n<li>Participer aux reviews techniques et assurer les standards qualité</li>\n<li>Travailler avec la production sur le suivi des tâches et livraisons</li>\n<li>Collaborer avec Artist Management sur le staffing et le développement des talents</li>\n<li>Donner des inputs techniques sur les bids et plannings</li>\n<li>Reporter au Head of Assets & Creature</li>\n</ul>\n<p><br></p>\n<p><span style=\"font-size: 12pt; font-weight: bold\">Ce que vous apportez</span></p>\n<ul>\n<li>8+ ans d’expérience en VFX haut de gamme (épisodique ou long métrage)</li>\n<li>2+ ans en rôle Lead ou Supervisory en rigging / CFX / creature</li>\n<li>Forte expérience en Houdini CFX (cloth, hair, muscle ou systèmes équivalents)</li>\n<li>Excellente maîtrise de Maya, Houdini et Python</li>\n<li>Expérience avec mGear, USD, Alembic, VEX</li>\n<li>Capacité prouvée à construire, maintenir et debugger rigs et simulations complexes</li>\n<li>Expérience multi-disciplinaire en production creature (rigging, simulation, tech anim, crowd)</li>\n<li>Bonne compréhension des workflows de shot, caching et intégration pipeline</li>\n<li>À l’aise dans des environnements rapides et en évolution constante</li>\n<li>Excellentes capacités de communication et esprit collaboratif orienté solution</li>\n</ul>\n\n\n<p><span style=\"font-family: Inter, sans-serif\"><em></em></span><br></p>\n<p><span style=\"font-family: Inter, sans-serif\"><em></em></span></p>\n<p><span style=\"font-family: Inter, sans-serif; font-weight: bold\"><em>English version : </em></span></p>\n<p><span style=\"font-family: Inter, sans-serif\"><em></em></span></p>\n<p><span style=\"font-family: Inter, sans-serif; font-weight: bold\">Creature Lead </span></p>\n<p><br></p>\n<p><span style=\"font-family: Inter, sans-serif; font-weight: bold\">About Barnstorm</span></p>\n<p><br><span style=\"font-family: Inter, sans-serif\">Barnstorm is an Emmy and VES-nominated visual effects studio with locations in Burbank, CA and Vancouver, BC. We provide photo-realistic visual effects for television and streaming projects across genres. Our studio culture is built on creativity and collaboration. As we grow, we are committed to preserving our nimble, artist-driven DNA while evolving our structure, workflows, and leadership. </span></p>\n<p><br></p>\n<p><span style=\"font-family: Inter, sans-serif; font-weight: bold\">Who You Are</span></p>\n<p><br><span style=\"font-family: Inter, sans-serif\">You are a Senior Creature Lead with strong experience across CFX, Rigging, and adjacent creature disciplines, ready to bring both technical depth and multi-disciplinary flexibility to a team that values clarity, ownership, and adaptability.</span></p>\n<p><br><span style=\"font-family: Inter, sans-serif\">You’ve worked across stylized and photoreal pipelines, from character deformation to cloth, hair, muscle, and groom simulation, with a strong understanding of how these systems connect downstream into animation, FX, and lighting.</span></p>\n<p><br><span style=\"font-family: Inter, sans-serif\">You are fluent in Maya, Houdini, Python (and supporting scripting tools), and are comfortable troubleshooting complex rigs, simulations, and shot-level deformation issues without hesitation.</span></p>\n<p><br><span style=\"font-family: Inter, sans-serif\">You thrive in fast-moving production environments, enjoy mentoring artists, and are equally comfortable contributing hands-on to shots, developing workflows, or improving how the team works as a whole.</span></p>\n<p><br><span style=\"font-family: Inter, sans-serif\">In line with Barnstorm’s Creature Generalist model, you are expected to work fluidly across rigging, scripting, simulation, tech animation, crowd support, and CFX setup workflows, remaining highly taskable across production needs.</span></p>\n<p><br></p>\n<p><span style=\"font-family: Inter, sans-serif\">Approximately 25% of your time is dedicated to leadership and department development activities, including mentoring, tooling, workflow improvement, documentation, QC, and meetings, with the remainder focused on hands-on production delivery.</span></p>\n<p><br></p>\n<p><span style=\"font-family: Inter, sans-serif; font-size: 14pt; font-weight: bold\">What You’ll Do</span></p>\n<p><br></p>\n<p><span style=\"font-family: Inter, sans-serif; font-weight: bold\">Process (50%)</span><br><span style=\"font-family: Inter, sans-serif\">Build, maintain, and troubleshoot high-quality body and facial rigs using mGear and Maya</span><br><span style=\"font-family: Inter, sans-serif\">Simulate cloth, hair, muscle, and skin using Houdini or Maya-based workflows</span><br><span style=\"font-family: Inter, sans-serif\">Optimize rigs and simulation setups for animation and shot production use, including grooming integration and cache publishing</span><br><span style=\"font-family: Inter, sans-serif\">Develop and maintain internal tools, scripts, and workflows in Python or VEX</span><br><span style=\"font-family: Inter, sans-serif\">Handle shot-level creature work including tech anim, deformation cleanup, corrective sculpting, and collision fixes</span><br><span style=\"font-family: Inter, sans-serif\">Debug, version, and publish rigs, caches, and simulations using Alembic and USD pipelines</span><br><span style=\"font-family: Inter, sans-serif\">Use ShotGrid/Flow to track assigned work and support artists in maintaining production schedules</span><br><span style=\"font-family: Inter, sans-serif\">Work across multiple creature disciplines as required to support production needs and maintain team flexibility and taskability</span></p>\n<p><br><span style=\"font-family: Inter, sans-serif; font-weight: bold\">Pioneering (20%)</span></p>\n<p><span style=\"font-family: Inter, sans-serif\">Prototype and improve rigging, simulation, and deformation systems to scale with show demands</span><br><span style=\"font-family: Inter, sans-serif\">Collaborate with Pipeline and CG Supervision on creature workflow development across Maya, Houdini, and mGear</span><br><span style=\"font-family: Inter, sans-serif\">Develop procedural systems including auto-rigging tools, simulation libraries, and caching workflows</span><br><span style=\"font-family: Inter, sans-serif\">Contribute to pipeline integration improvements across creature disciplines</span><br><span style=\"font-family: Inter, sans-serif\">Create documentation, templates, and workflow standards supporting groom, layout, animation, and lighting handoff</span><br><span style=\"font-family: Inter, sans-serif\">Support development of scalable, reusable systems that increase production efficiency and consistency</span></p>\n<p><br><span style=\"font-family: Inter, sans-serif; font-weight: bold\">People (30%)</span><br><span style=\"font-family: Inter, sans-serif\">Mentor junior and mid-level rigging, CFX, and creature artists, supporting their technical and career growth</span><br><span style=\"font-family: Inter, sans-serif\">Encourage and develop multi-disciplinary capability within the team (rigging, simulation, tech anim, crowd support)</span><br><span style=\"font-family: Inter, sans-serif\">Work closely with animation, FX, and lighting teams to ensure character fidelity and shot continuity</span><br><span style=\"font-family: Inter, sans-serif\">Lead technical reviews, QC passes, and reinforce best practices across creature workflows</span><br><span style=\"font-family: Inter, sans-serif\">Collaborate with Production on scheduling, task tracking, and delivery updates</span><br><span style=\"font-family: Inter, sans-serif\">Collaborate with Artist Management on crewing, performance feedback, and team development needs</span><br><span style=\"font-family: Inter, sans-serif\">Provide technical input into bidding and scheduling for creature-related work</span><br><span style=\"font-family: Inter, sans-serif\">Report to the Head of Assets & Creature</span></p>\n<p><br></p>\n<p><span style=\"font-family: Inter, sans-serif; font-weight: bold\">What You Bring</span><br><span style=\"font-family: Inter, sans-serif\">8+ years experience in high-end VFX for episodic or feature production</span><br><span style=\"font-family: Inter, sans-serif\">2+ years experience in a Lead or Supervisory role within rigging/CFX or creature departments</span><br><span style=\"font-family: Inter, sans-serif\">Strong production experience across Houdini CFX workflows (cloth, hair, muscle, or equivalent systems)</span><br><span style=\"font-family: Inter, sans-serif\">Strong proficiency in Maya, Houdini, and Python, with additional experience in mGear, USD, Alembic, and VEX</span><br><span style=\"font-family: Inter, sans-serif\">Proven ability to build, debug, and maintain rigs, simulations, and shot-level deformation systems</span><br><span style=\"font-family: Inter, sans-serif\">Experience working across multiple creature disciplines in a production environment (rigging, simulation, tech anim, crowd support)</span><br><span style=\"font-family: Inter, sans-serif\">Strong understanding of shot-based workflows, caching strategies, and downstream integration requirements</span><br><span style=\"font-family: Inter, sans-serif\">Comfortable working in fast-paced, evolving production environments with shifting priorities</span><br><span style=\"font-family: Inter, sans-serif\">Strong communication skills and a collaborative, solution-oriented mindset</span><br></p>\n<p><br></p>\n<p><span style=\"color: rgb(34, 34, 34); font-family: Inter, sans-serif; font-size: 12pt; font-weight: bold\">About This Role </span></p>\n<p><span style=\"font-family: Inter, sans-serif\"><span style=\"color: rgb(34, 34, 34); font-size: 12pt\"><br></span><span style=\"color: rgb(34, 34, 34); font-size: 12pt\">This role is open to Canadian based talent . Candidates must be legally authorized to work in Canada and be willing to work on-site/hybrid as required by production and studio location. </span></span></p>\n<p><br></p>\n<p><span style=\"font-family: Inter, sans-serif\">Barnstorm VFX is committed to fostering a diverse and inclusive team that provides a meaningful work environment free of discrimination and harassment. We seek to recruit, develop and retain the most talented people from a diverse candidate pool. Indigenous people, people of color, people of all genders or non-genders, and people with disabilities of all types are encouraged to apply. We thank everyone for their interest and application, however only those selected for an interview will be contacted.</span></p>\n<p><br></p>\n<p><span style=\"font-family: Inter, sans-serif; font-size: 12pt\">We thank all applicants for their interest. Only those selected for an interview will be contacted.</span></p>\n<p><br></p>\n<p><br></p>",
"compensation": null,
"departmentId": "18558",
"locationType": "2",
"seekPromoted": false,
"jobCategoryId": null,
"jobOpeningName": "Artiste principal(e) de créatures - Lead Creature Artist - QC",
"departmentLabel": "CG",
"jobOpeningStatus": "Open",
"minimumExperience": "Experienced",
"jobOpeningShareUrl": "https://barnstormvfx.bamboohr.com/careers/176",
"employmentStatusLabel": "Full-Time"
}
}Get this page with API
Rendered from the bluedoor Job Postings API. Reproduce it:
GET https://api.bluedoor.sh/job-postings/v1/jobs/6045ed424423dd8c3d6de9559fd88cbfe4410c2e?include=descriptionJSONGET https://api.bluedoor.sh/job-postings/v1/orgs/51ddc6cd-6f7e-4704-a3db-54d27d7e2099JSONGET https://api.bluedoor.sh/job-postings/v1/sources/83eb5da6-e04a-4a6c-85cf-f6942c49f664JSONGET https://api.bluedoor.sh/job-postings/v1/jobs/6045ed424423dd8c3d6de9559fd88cbfe4410c2e/eventsJSON