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HomeCompaniesBhvrSenior Technical Animator - Dead by Daylight | Animateur·rice Technique Sénior·e - Dead by Daylight

Senior Technical Animator - Dead by Daylight | Animateur·rice Technique Sénior·e - Dead by Daylight

Bhvr · Montreal, QC · Hybrid · Active · Lever

Job facts

FieldValue
CompanyBhvr
TitleSenior Technical Animator - Dead by Daylight | Animateur·rice Technique Sénior·e - Dead by Daylight
Normalized title-
Department / teamProduction | Production / Art & Animation | Art & animation
LocationMontreal, QC, Canada
Work modelHybrid / Hybrid
Employment typePermanent Full Time | Permanent Temps Plein
Salary-
Statusactive
ATS providerLever
Posted / first seen2026-05-22 / 2026-05-29
Changed / last seen2026-06-03 / 2026-06-06

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PageWhat it containsOpen
Company jobsActive postings from Bhvr.Open
Company breakdownsRole, location, ATS, and work model facets for this company.Open
ATS provider jobsActive postings observed through Lever.Open
Provider filtered searchThe same provider as a filtered job collection.Open
City jobsActive postings in Montreal.Open
Department jobsActive postings in Production | Production.Open
Work model jobsActive Hybrid postings.Open
Lifecycle eventsOpen, update, close, and reopen events for this posting.Open
Original postingCanonical source or apply URL captured from the ATS.Open

Linked records

CompanyBhvr
Source2e1a1bd2-cb2b-48c7-9342-19ccc4210d81
ATS providerLever

Description

Are you ready to dive into the world of cutting-edge video game development? Headquartered in Montreal, Behaviour Interactive is at the forefront of the gaming industry, crafting unforgettable experiences across PC, console, and mobile platforms. We’re a dynamic, independent studio of over 1200 passionate employees, with studios in Toronto (Behaviour Toronto), Rotterdam (Behaviour Rotterdam) and in the UK (Behaviour UK–North & South). Our day to day revolves around two core business focuses: Services and Original Games. Our Services team collaborates with gaming and entertainment giants like Disney, Sony, Activision, and Nintendo, delivering exceptional work-for-hire development and pioneering immersive location-based entertainment (LBE). Meanwhile, our Original Games unit pushes our creative limits, with our signature IPs, including the iconic Dead by Daylight. Join us and be a part of the future of interactive entertainment! At Behaviour Interactive, we believe in giving everyone a fair shot. We embrace a diverse and creative environment where everyone is celebrated. We value folks of all ages, sex, ethnicity, colour, ethnic or national origin, religion, sexual orientation, gender identity, civil status, disability, or any other protected characteristics as per applicable law. Join the Dead by Daylight team as a Senior Technical Animator and help shape the next decade of our flagship franchise. DbD is a live-service title with more than 60 million players and a decade of accumulated animation systems. You will work across a foundational refactor of our existing animation pipeline alongside next-generation R&D built on MetaHumans, Motion Matching, modular Control Rigs, and runtime mesh customization. You will collaborate with our technical animation team to set up and evolve the animation pipeline for MetaHumans, facial animation, gameplay features, and in-game IK — owning the tools and engine integration that empower our animators to deliver a AAA quality bar for characters, Killers, and Survivors alike. Rejoins l’équipe de Dead by Daylight en tant qu’Animateur technique principal et contribue à façonner la prochaine décennie de notre franchise phare. DbD est un jeu en service continu comptant plus de 60 millions de joueurs et une décennie de systèmes d’animation accumulés. Tu travailleras sur une refonte fondamentale de notre pipeline d’animation existant, tout en contribuant à des projets de R\&D de nouvelle génération basés sur les MetaHumans, le Motion Matching, des Control Rigs modulaires et la personnalisation de meshes en temps réel. Tu collaboreras avec notre équipe d’animation technique afin de concevoir et faire évoluer le pipeline d’animation pour les MetaHumans, l’animation faciale, les fonctionnalités de gameplay et l’IK en jeu — en prenant en charge les outils et leur intégration dans d’Unreal Engine, afin de permettre aux animateurs de livrer une qualité AAA pour les personnages, qu’il s’agisse des Tueurs ou des Survivants. Prêt·e à plonger dans le monde du développement de jeux vidéo à la pointe de la technologie ? Basé à Montréal, Behaviour Interactif est un acteur majeur de l’industrie du jeu, créant des expériences inoubliables sur PC, console et mobile. On est un studio indépendant dynamique avec plus de 1200 employés passionnés, et on a des studios à Toronto (Behaviour Toronto), Rotterdam (Behaviour Rotterdam) et au Royaume-Uni (Behaviour UK–North & South). On se concentre sur deux grands axes : les Services et les Jeux Originaux. Notre équipe Services collabore avec des géants du jeu et du divertissement comme Disney, Sony, Activision et Nintendo, en offrant un développement sur commande de premier choix et en innovant dans le divertissement immersif en lieu fixe (LBE). Pendant ce temps, notre unité Jeux Originaux repousse les limites de notre créativité avec nos IPs emblématiques, comme le fameux Dead by Daylight. Rejoins-nous et fais partie de l'avenir du divertissement interactif ! Chez Behaviour Interactif, on croit en l’équité des chances pour tout le monde et on célèbre la diversité des personnes, des perspectives et des idées. C’est donc important pour nous de travailler avec des talents qui proviennent de tous les horizons, et ce, indépendamment de leur âge, sexe, ethnicité, couleur, origine ethnique ou nationale, religion, orientation sexuelle, identité de genre, statut familial, handicap ou toute autre caractéristique protégée par les lois applicables. In this role you will: Build and maintain the animation pipeline across DCC and engine — including MetaHuman ingestion, IK Retargeter setups, AnimBlueprint architecture, Control Rig modules, and facial animation workflows. Set up procedural animation systems and in-game IK for gameplay features across both Killer and Survivor archetypes. Author and maintain pipeline automation in Python and MEL (Maya), and contribute to editor tooling in Unreal where required. Investigate, diagnose, and resolve animation bugs across multiplayer gameplay systems — including replication-sensitive issues unique to asymmetric online play. Profile and optimize character rigs, skeletal meshes, and animation assets to meet memory and frame-rate budgets without compromising visual quality. Build debug tools to support animators, designers, and engineers in their day-to-day work. Share knowledge with animators and programmers, and write technical documentation that scales across a growing team. Receive direction from the project’s Technical Animation Lead and collaborate closely with the broader animation, gameplay, and engine teams. What we’re looking for: A minimum of 7 years of experience in technical animation in the video game industry. Strong expertise in Maya and Unreal Engine (5.x preferred), including AnimBlueprints, Control Rig, Physics, IK Rig / IK Retargeter, and Animation Blueprint Linking. Hands-on experience with MetaHuman — ingestion, rigging, facial animation pipelines, and runtime integration. Solid scripting skills in Python and/or MEL for pipeline automation. Experience shipping or supporting multiplayer games, with an understanding of animation in a networked context. Strong rigging and skinning fundamentals, and a solid grasp of animation principles. Experience with Motion Matching / Pose Search, Mutable, or modular Control Rig systems is a strong plus. Live-service experience is a plus. Dans ce rôle, vous devrez : Concevoir et maintenir le pipeline d’animation entre les outils DCC et le moteur — incluant l’intégration MetaHuman, la configuration des IK Retargeter, l’architecture des AnimBlueprints, les modules Control Rig et les workflows d’animation faciale. Mettre en place des systèmes d’animation procédurale et de l’IK en jeu pour les fonctionnalités de gameplay des archétypes Killer et Survivor. Développer et maintenir des outils d’automatisation du pipeline en Python et MEL (Maya), et contribuer aux outils éditeur dans Unreal lorsque nécessaire. Investiguer, diagnostiquer et résoudre les bugs d’animation dans les systèmes de gameplay multijoueur — incluant les problématiques de réplication propres aux jeux asymétriques en ligne. Analyser et optimiser les rigs, les maillages squelettiques et les assets d’animation afin de respecter les contraintes de performance et de mémoire sans compromettre la qualité visuelle. Développer des outils de debug pour soutenir les animateurs, designers et ingénieurs au quotidien. Partager les connaissances avec les équipes d’animation et de programmation, et rédiger une documentation technique adaptée à une équipe en croissance. Recevoir les orientations du Lead en animation technique du projet et collaborer étroitement avec les équipes d’animation, de gameplay et moteur. Ce que nous recherchons : Minimum de 7 ans d’expérience en animation technique dans l’industrie du jeu vidéo. Excellente maîtrise de Maya et d’Unreal Engine (UE5 de préférence), incluant AnimBlueprints, Control Rig, Physics, IK Rig / IK Retargeter et le linking d’Animation Blueprints. Expérience concrète avec MetaHuman : ingestion, rigging, pipelines d’animation faciale et intégration en temps réel. Solides compétences en scripting (Python et/ou MEL) pour l’automatisation des pipelines. Expérience dans le développement ou le support de jeux multijoueurs, avec une bonne compréhension de l’animation en contexte réseau. Excellentes bases en rigging et skinning, ainsi qu’une solide compréhension des principes d’animation. Une expérience avec Motion Matching / Pose Search, Mutable ou les systèmes de Control Rig modulaires est un atout considérable. Une expérience en live-service est un atout.

Full job record

Job ID8167c0d7a75f58fb54072b0226a5606aab304f50
Org ID2676315a-b8fc-4494-8e9b-9257cc85568f
Source ID2e1a1bd2-cb2b-48c7-9342-19ccc4210d81
Board ID2e1a1bd2-cb2b-48c7-9342-19ccc4210d81
Providerlever
Provider Job Key8a155408-95ae-44b2-81d9-e2a0670126fb
TitleSenior Technical Animator - Dead by Daylight | Animateur·rice Technique Sénior·e - Dead by Daylight
Normalized Title
Statusactive
Activeyes
Location TextMontreal, QC
DepartmentProduction | Production
TeamArt & Animation | Art & animation
Employment TypePermanent Full-Time | Permanent temps-plein
Workplace Typehybrid
Remote Policyhybrid
CountryCanada
RegionQC
CityMontreal
Salary Raw
Salary Min
Salary Max
Salary Currency
Salary Period
Source URLhttps://jobs.lever.co/bhvr/8a155408-95ae-44b2-81d9-e2a0670126fb
Apply URLhttps://jobs.lever.co/bhvr/8a155408-95ae-44b2-81d9-e2a0670126fb/apply
First Seen At2026-05-29 07:00:59Z
Last Seen At2026-06-06 19:44:37Z
Last Checked At2026-06-06 19:44:37Z
Last Changed At2026-06-03 12:24:42Z
Inactive At
Source Posted At2026-05-22 13:57:58Z
Source Updated At
Raw Payload Uris3://job-postings-prod-raw-590183727216/raw/provider=lever/board=bhvr/date=2026-06-06/2026-06-06T19-44-36-786Z-13eb77ab70fd08c83333c667526c0ac7797d4bacf1186b7d1d139d37d8982875.json
Event Fields
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Parsed Structured
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Extensions
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Native Structured
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      "text": "In this role you will: ",
      "content": "<div>\n<div>\n<ul role=\"list\" style=\"list-style-type: disc;\">\n<li aria-setsize=\"-1\" data-leveltext=\"•\" data-font=\"\" data-listid=\"2\" data-list-defn-props=\"{&quot;335552541&quot;:1,&quot;335559685&quot;:720,&quot;335559991&quot;:360,&quot;469769242&quot;:[8226],&quot;469777803&quot;:&quot;left&quot;,&quot;469777804&quot;:&quot;•&quot;,&quot;469777815&quot;:&quot;hybridMultilevel&quot;}\" data-aria-posinset=\"1\" data-aria-level=\"1\" role=\"listitem\">\n<p><span data-contrast=\"auto\">Build and maintain the animation pipeline across DCC and engine — including MetaHuman ingestion, IK Retargeter setups, AnimBlueprint architecture, Control Rig modules, and facial animation workflows.</span><span data-ccp-props=\"{&quot;335559739&quot;:80}\">&nbsp;</span></p>\n</li>\n\n</ul></div>\n<div>\n<ul role=\"list\" style=\"list-style-type: disc;\">\n<li aria-setsize=\"-1\" data-leveltext=\"•\" data-font=\"\" data-listid=\"2\" data-list-defn-props=\"{&quot;335552541&quot;:1,&quot;335559685&quot;:720,&quot;335559991&quot;:360,&quot;469769242&quot;:[8226],&quot;469777803&quot;:&quot;left&quot;,&quot;469777804&quot;:&quot;•&quot;,&quot;469777815&quot;:&quot;hybridMultilevel&quot;}\" data-aria-posinset=\"2\" data-aria-level=\"1\" role=\"listitem\">\n<p><span data-contrast=\"auto\">Set up procedural animation systems and in-game IK for gameplay features across both Killer and Survivor archetypes.</span><span data-ccp-props=\"{&quot;335559739&quot;:80}\">&nbsp;</span></p>\n</li>\n\n</ul></div>\n<div>\n<ul role=\"list\" style=\"list-style-type: disc;\">\n<li aria-setsize=\"-1\" data-leveltext=\"•\" data-font=\"\" data-listid=\"2\" data-list-defn-props=\"{&quot;335552541&quot;:1,&quot;335559685&quot;:720,&quot;335559991&quot;:360,&quot;469769242&quot;:[8226],&quot;469777803&quot;:&quot;left&quot;,&quot;469777804&quot;:&quot;•&quot;,&quot;469777815&quot;:&quot;hybridMultilevel&quot;}\" data-aria-posinset=\"3\" data-aria-level=\"1\" role=\"listitem\">\n<p><span data-contrast=\"auto\">Author and&nbsp;maintain&nbsp;pipeline automation in Python and MEL (Maya), and&nbsp;contribute to editor tooling in Unreal where&nbsp;required.</span><span data-ccp-props=\"{&quot;335559739&quot;:80}\">&nbsp;</span></p>\n</li>\n\n</ul></div>\n<div>\n<ul role=\"list\" style=\"list-style-type: disc;\">\n<li aria-setsize=\"-1\" data-leveltext=\"•\" data-font=\"\" data-listid=\"2\" data-list-defn-props=\"{&quot;335552541&quot;:1,&quot;335559685&quot;:720,&quot;335559991&quot;:360,&quot;469769242&quot;:[8226],&quot;469777803&quot;:&quot;left&quot;,&quot;469777804&quot;:&quot;•&quot;,&quot;469777815&quot;:&quot;hybridMultilevel&quot;}\" data-aria-posinset=\"4\" data-aria-level=\"1\" role=\"listitem\">\n<p><span data-contrast=\"auto\">Investigate, diagnose, and resolve animation bugs across multiplayer gameplay systems — including replication-sensitive issues unique to asymmetric online play.</span><span data-ccp-props=\"{&quot;335559739&quot;:80}\">&nbsp;</span></p>\n</li>\n\n</ul></div>\n<div>\n<ul role=\"list\" style=\"list-style-type: disc;\">\n<li aria-setsize=\"-1\" data-leveltext=\"•\" data-font=\"\" data-listid=\"2\" data-list-defn-props=\"{&quot;335552541&quot;:1,&quot;335559685&quot;:720,&quot;335559991&quot;:360,&quot;469769242&quot;:[8226],&quot;469777803&quot;:&quot;left&quot;,&quot;469777804&quot;:&quot;•&quot;,&quot;469777815&quot;:&quot;hybridMultilevel&quot;}\" data-aria-posinset=\"5\" data-aria-level=\"1\" role=\"listitem\">\n<p><span data-contrast=\"auto\">Profile and&nbsp;optimize&nbsp;character rigs, skeletal meshes, and animation assets to meet memory and frame-rate budgets without compromising visual quality.</span><span data-ccp-props=\"{&quot;335559739&quot;:80}\">&nbsp;</span></p>\n</li>\n\n</ul></div>\n<div>\n<ul role=\"list\" style=\"list-style-type: disc;\">\n<li aria-setsize=\"-1\" data-leveltext=\"•\" data-font=\"\" data-listid=\"2\" data-list-defn-props=\"{&quot;335552541&quot;:1,&quot;335559685&quot;:720,&quot;335559991&quot;:360,&quot;469769242&quot;:[8226],&quot;469777803&quot;:&quot;left&quot;,&quot;469777804&quot;:&quot;•&quot;,&quot;469777815&quot;:&quot;hybridMultilevel&quot;}\" data-aria-posinset=\"6\" data-aria-level=\"1\" role=\"listitem\">\n<p><span data-contrast=\"auto\">Build debug tools to support animators, designers, and engineers in their day-to-day work.</span><span data-ccp-props=\"{&quot;335559739&quot;:80}\">&nbsp;</span></p>\n</li>\n\n</ul></div>\n<div>\n<ul role=\"list\" style=\"list-style-type: disc;\">\n<li aria-setsize=\"-1\" data-leveltext=\"•\" data-font=\"\" data-listid=\"2\" data-list-defn-props=\"{&quot;335552541&quot;:1,&quot;335559685&quot;:720,&quot;335559991&quot;:360,&quot;469769242&quot;:[8226],&quot;469777803&quot;:&quot;left&quot;,&quot;469777804&quot;:&quot;•&quot;,&quot;469777815&quot;:&quot;hybridMultilevel&quot;}\" data-aria-posinset=\"7\" data-aria-level=\"1\" role=\"listitem\">\n<p><span data-contrast=\"auto\">Share knowledge with animators and programmers, and write technical documentation that scales across a growing team.</span><span data-ccp-props=\"{&quot;335559739&quot;:80}\">&nbsp;</span></p>\n</li>\n\n</ul></div>\n<div>\n<ul role=\"list\" style=\"list-style-type: disc;\">\n<li aria-setsize=\"-1\" data-leveltext=\"•\" data-font=\"\" data-listid=\"2\" data-list-defn-props=\"{&quot;335552541&quot;:1,&quot;335559685&quot;:720,&quot;335559991&quot;:360,&quot;469769242&quot;:[8226],&quot;469777803&quot;:&quot;left&quot;,&quot;469777804&quot;:&quot;•&quot;,&quot;469777815&quot;:&quot;hybridMultilevel&quot;}\" data-aria-posinset=\"8\" data-aria-level=\"1\" role=\"listitem\">\n<p><span data-contrast=\"auto\">Receive direction from the project’s Technical Animation Lead and collaborate closely with the broader animation, gameplay, and engine teams.</span><span data-ccp-props=\"{&quot;335559739&quot;:80}\">&nbsp;</span></p>\n</li>\n\n</ul></div>\n</div>"
    },
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      "text": "What we’re looking for: ",
      "content": "<div>\n<div>\n<ul role=\"list\" style=\"list-style-type: disc;\">\n<li aria-setsize=\"-1\" data-leveltext=\"•\" data-font=\"\" data-listid=\"2\" data-list-defn-props=\"{&quot;335552541&quot;:1,&quot;335559685&quot;:720,&quot;335559991&quot;:360,&quot;469769242&quot;:[8226],&quot;469777803&quot;:&quot;left&quot;,&quot;469777804&quot;:&quot;•&quot;,&quot;469777815&quot;:&quot;hybridMultilevel&quot;}\" data-aria-posinset=\"9\" data-aria-level=\"1\" role=\"listitem\">\n<p><span data-contrast=\"auto\">A minimum of 7 years of experience in technical animation in the video game industry.</span><span data-ccp-props=\"{&quot;335559739&quot;:80}\">&nbsp;</span></p>\n</li>\n\n</ul></div>\n<div>\n<ul role=\"list\" style=\"list-style-type: disc;\">\n<li aria-setsize=\"-1\" data-leveltext=\"•\" data-font=\"\" data-listid=\"2\" data-list-defn-props=\"{&quot;335552541&quot;:1,&quot;335559685&quot;:720,&quot;335559991&quot;:360,&quot;469769242&quot;:[8226],&quot;469777803&quot;:&quot;left&quot;,&quot;469777804&quot;:&quot;•&quot;,&quot;469777815&quot;:&quot;hybridMultilevel&quot;}\" data-aria-posinset=\"10\" data-aria-level=\"1\" role=\"listitem\">\n<p><span data-contrast=\"auto\">Strong&nbsp;expertise&nbsp;in Maya and Unreal Engine (5.x preferred), including&nbsp;AnimBlueprints, Control Rig, Physics, IK Rig / IK&nbsp;Retargeter, and Animation Blueprint Linking.</span><span data-ccp-props=\"{&quot;335559739&quot;:80}\">&nbsp;</span></p>\n</li>\n\n</ul></div>\n<div>\n<ul role=\"list\" style=\"list-style-type: disc;\">\n<li aria-setsize=\"-1\" data-leveltext=\"•\" data-font=\"\" data-listid=\"2\" data-list-defn-props=\"{&quot;335552541&quot;:1,&quot;335559685&quot;:720,&quot;335559991&quot;:360,&quot;469769242&quot;:[8226],&quot;469777803&quot;:&quot;left&quot;,&quot;469777804&quot;:&quot;•&quot;,&quot;469777815&quot;:&quot;hybridMultilevel&quot;}\" data-aria-posinset=\"11\" data-aria-level=\"1\" role=\"listitem\">\n<p><span data-contrast=\"auto\">Hands-on experience with MetaHuman — ingestion, rigging, facial animation pipelines, and runtime integration.</span><span data-ccp-props=\"{&quot;335559739&quot;:80}\">&nbsp;</span></p>\n</li>\n\n</ul></div>\n<div>\n<ul role=\"list\" style=\"list-style-type: disc;\">\n<li aria-setsize=\"-1\" data-leveltext=\"•\" data-font=\"\" data-listid=\"2\" data-list-defn-props=\"{&quot;335552541&quot;:1,&quot;335559685&quot;:720,&quot;335559991&quot;:360,&quot;469769242&quot;:[8226],&quot;469777803&quot;:&quot;left&quot;,&quot;469777804&quot;:&quot;•&quot;,&quot;469777815&quot;:&quot;hybridMultilevel&quot;}\" data-aria-posinset=\"12\" data-aria-level=\"1\" role=\"listitem\">\n<p><span data-contrast=\"auto\">Solid scripting skills in Python and/or MEL for pipeline automation.</span><span data-ccp-props=\"{&quot;335559739&quot;:80}\">&nbsp;</span></p>\n</li>\n\n</ul></div>\n<div>\n<ul role=\"list\" style=\"list-style-type: disc;\">\n<li aria-setsize=\"-1\" data-leveltext=\"•\" data-font=\"\" data-listid=\"2\" data-list-defn-props=\"{&quot;335552541&quot;:1,&quot;335559685&quot;:720,&quot;335559991&quot;:360,&quot;469769242&quot;:[8226],&quot;469777803&quot;:&quot;left&quot;,&quot;469777804&quot;:&quot;•&quot;,&quot;469777815&quot;:&quot;hybridMultilevel&quot;}\" data-aria-posinset=\"13\" data-aria-level=\"1\" role=\"listitem\">\n<p><span data-contrast=\"auto\">Experience shipping or supporting multiplayer games, with an understanding of animation in a networked context.</span><span data-ccp-props=\"{&quot;335559739&quot;:80}\">&nbsp;</span></p>\n</li>\n\n</ul></div>\n<div>\n<ul role=\"list\" style=\"list-style-type: disc;\">\n<li aria-setsize=\"-1\" data-leveltext=\"•\" data-font=\"\" data-listid=\"2\" data-list-defn-props=\"{&quot;335552541&quot;:1,&quot;335559685&quot;:720,&quot;335559991&quot;:360,&quot;469769242&quot;:[8226],&quot;469777803&quot;:&quot;left&quot;,&quot;469777804&quot;:&quot;•&quot;,&quot;469777815&quot;:&quot;hybridMultilevel&quot;}\" data-aria-posinset=\"14\" data-aria-level=\"1\" role=\"listitem\">\n<p><span data-contrast=\"auto\">Strong rigging and skinning fundamentals, and a solid grasp of animation principles.</span><span data-ccp-props=\"{&quot;335559739&quot;:80}\">&nbsp;</span></p>\n</li>\n\n</ul></div>\n<div>\n<ul role=\"list\" style=\"list-style-type: disc;\">\n<li aria-setsize=\"-1\" data-leveltext=\"•\" data-font=\"\" data-listid=\"2\" data-list-defn-props=\"{&quot;335552541&quot;:1,&quot;335559685&quot;:720,&quot;335559991&quot;:360,&quot;469769242&quot;:[8226],&quot;469777803&quot;:&quot;left&quot;,&quot;469777804&quot;:&quot;•&quot;,&quot;469777815&quot;:&quot;hybridMultilevel&quot;}\" data-aria-posinset=\"15\" data-aria-level=\"1\" role=\"listitem\">\n<p><span data-contrast=\"auto\">Experience with Motion Matching / Pose Search, Mutable, or modular Control Rig systems is a strong plus.</span><span data-ccp-props=\"{&quot;335559739&quot;:80}\">&nbsp;</span></p>\n</li>\n\n</ul></div>\n<div>\n<ul role=\"list\" style=\"list-style-type: disc;\">\n<li aria-setsize=\"-1\" data-leveltext=\"•\" data-font=\"\" data-listid=\"2\" data-list-defn-props=\"{&quot;335552541&quot;:1,&quot;335559685&quot;:720,&quot;335559991&quot;:360,&quot;469769242&quot;:[8226],&quot;469777803&quot;:&quot;left&quot;,&quot;469777804&quot;:&quot;•&quot;,&quot;469777815&quot;:&quot;hybridMultilevel&quot;}\" data-aria-posinset=\"16\" data-aria-level=\"1\" role=\"listitem\">\n<p><span data-contrast=\"auto\">Live-service experience is a plus.</span><span data-ccp-props=\"{&quot;335559739&quot;:80}\">&nbsp;</span></p>\n</li>\n\n</ul></div>\n</div>"
    },
    {
      "text": "Dans ce rôle, vous devrez :",
      "content": "<div>\n<div>\n\n<li>\n<p>Concevoir et maintenir le pipeline d’animation entre les outils DCC et le moteur — incluant l’intégration MetaHuman, la configuration des IK Retargeter, l’architecture des AnimBlueprints, les modules Control Rig et les workflows d’animation faciale.</p>\n</li>\n<li>\n<p>Mettre en place des systèmes d’animation procédurale et de l’IK en jeu pour les fonctionnalités de gameplay des archétypes Killer et Survivor.</p>\n</li>\n<li>\n<p>Développer et maintenir des outils d’automatisation du pipeline en Python et MEL (Maya), et contribuer aux outils éditeur dans Unreal lorsque nécessaire.</p>\n</li>\n<li>\n<p>Investiguer, diagnostiquer et résoudre les bugs d’animation dans les systèmes de gameplay multijoueur — incluant les problématiques de réplication propres aux jeux asymétriques en ligne.</p>\n</li>\n<li>\n<p>Analyser et optimiser les rigs, les maillages squelettiques et les assets d’animation afin de respecter les contraintes de performance et de mémoire sans compromettre la qualité visuelle.</p>\n</li>\n<li>\n<p>Développer des outils de debug pour soutenir les animateurs, designers et ingénieurs au quotidien.</p>\n</li>\n<li>\n<p>Partager les connaissances avec les équipes d’animation et de programmation, et rédiger une documentation technique adaptée à une équipe en croissance.</p>\n</li>\n<li>\n<p>Recevoir les orientations du Lead en animation technique du projet et collaborer étroitement avec les équipes d’animation, de gameplay et moteur.</p>\n</li>\n\n</div>\n</div>"
    },
    {
      "text": "Ce que nous recherchons :",
      "content": "<div>\n<div>\n\n<li>\n<p>Minimum de 7 ans d’expérience en animation technique dans l’industrie du jeu vidéo.</p>\n</li>\n<li>\n<p>Excellente maîtrise de Maya et d’Unreal Engine (UE5 de préférence), incluant AnimBlueprints, Control Rig, Physics, IK Rig / IK Retargeter et le linking d’Animation Blueprints.</p>\n</li>\n<li>\n<p>Expérience concrète avec MetaHuman : ingestion, rigging, pipelines d’animation faciale et intégration en temps réel.</p>\n</li>\n<li>\n<p>Solides compétences en scripting (Python et/ou MEL) pour l’automatisation des pipelines.</p>\n</li>\n<li>\n<p>Expérience dans le développement ou le support de jeux multijoueurs, avec une bonne compréhension de l’animation en contexte réseau.</p>\n</li>\n<li>\n<p>Excellentes bases en rigging et skinning, ainsi qu’une solide compréhension des principes d’animation.</p>\n</li>\n<li>\n<p>Une expérience avec Motion Matching / Pose Search, Mutable ou les systèmes de Control Rig modulaires est un atout considérable.</p>\n</li>\n<li>\n<p>Une expérience en live-service est un atout.</p>\n</li>\n\n</div>\n</div>"
    }
  ],
  "country": "CA",
  "createdAt": 1779458278940,
  "updatedAt": null,
  "categories": {
    "team": "Art & Animation | Art & animation",
    "location": "Montreal, QC",
    "commitment": "Permanent Full-Time | Permanent temps-plein",
    "department": "Production | Production",
    "allLocations": [
      "Montreal, QC"
    ]
  },
  "salaryRange": null,
  "workplaceType": "hybrid"
}
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