Lead 3D Animator /Spine / Unity Integration/ /Remote/

Remote Full-time
Position Summary A5 Labs is hiring a 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. You’ll be 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. Real‑time Unity animation systems are nice to have; your core focus is a robust 3D→2D (Spine) animation pipeline that ships performant, beautiful motion in game. Key Responsibilities Pipeline Ownership (3D → Spine → Unity) ● Define the 3D‑to‑2D render pipeline: camera standards (orthographic/perspective), frame rate, resolution, lighting passes, naming, and export templates; ensure consistent pivots, anchors, and safe‑areas for Spine attachments. ● Build Spine skeletons (bones, IK, constraints), mesh weights, skins, and deform keys; author animation clips (idle, locomotion, attacks, emotes, win/lose, hit‑reactions) with clean curves, timing, and spacing. ● Prepare sprite sheets/atlases and Spine exports (JSON/Binary) with mixing durations, events, and track setup ready for the Spine‑Unity runtime (prefabs, animation state, event callbacks). ● Establish and maintain animation workflows and documentation across stages (blocking → polish → integration). ● Define naming conventions, folder structures, and reusability standards for animation assets to ensure scale, maintainability, and fast iteration. Rigging & Low‑Poly Character Animation ● Create deformation‑aware character rigs (controls, constraints, correctives) for low‑poly stylized characters; manage skinning/weighting for expressive silhouettes. ● Animate game‑ready cycles and cinematic moments with clear posing, weight, overlap/drag, and appealing exaggeration suitable for stylized iGaming content. ● Drive render consistency (lighting/material look, shadows, AO, outline/ink passes as needed) to maximize readability once compressed into atlases. Integration & Collaboration ● Integrate Spine content into Unity (Spine‑Unity runtime): set up animation state/track entries, transitions, mixing, and event hooks; partner with engineers on gameplay triggers and sequencing. ● Collaborate with designers and VFX to ensure animations serve gameplay clarity and performance budgets (skeleton complexity, draw calls, atlas sizes). ● Evaluate and adopt tools and automation (render batchers, export scripts, rig validators) to improve team productivity. Requirements Must‑Have ● 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). Nice‑to‑Have ● Unity real‑time animation systems: Animator Controller, blend trees, Timeline, and runtime adjustments (polish/retarget). ● Experience with Spine‑Unity runtime customization, shaders for 2D/Spine (glow/dissolve), or lightweight FX pairing. ● Familiarity with addressables/asset bundles and live‑ops content delivery. ● Python/MEL for rigging automation; simple C# familiarity for Unity hooks. Tools & Tech ● DCC: Blender or Maya (rigging/animation), Substance/Photoshop for paint‑overs when needed. ● 2D Animation: Spine (Esoteric Software). ● Engine: Unity 3D (Spine‑Unity runtime, prefabs, event hooks). ● Pipeline: TexturePacker (or equivalent), version control (Git), project trackers (Jira/Linear), documentation (Notion/Confluence). Portfolio Requirements ● At least 2–3 shipped (or near‑shipped) examples showing the full pipeline: 1. low‑poly rig breakdown (controllers/weights), 2. 3D animation clips + render settings, 3. Spine skeleton/meshes with IK/constraints, clips and transitions, 4. in‑Unity capture using Spine‑Unity (states, mixing, events). ● Before/after samples of raw renders → Spine → Unity demonstrating readability and performance. What You'll Gain ● Creative authority over animation style and execution in a live, fast-paced production setting. ● A leadership role on a multidisciplinary team pushing the boundaries of stylized real-time content. ● Opportunities to build and evolve a high-performing animation pipeline from the ground up. ● A collaborative space to mentor others and refine your animation vision across projects. ● Hardware Allowance: $2,000 upfront to set up your ideal workspace, plus $1,000 annually thereafter. ● Paid Time Off: Our unlimited leave policy supports flexibility and well-being. Team members typically take 22–30 days off per year. ● Learning & Development: $2,000/year to support your professional growth - we cover 50% of eligible learning expenses. ● Remote Work & Flexible Hours. Relocation to Japan as an option / Business trips to Japan might be required. Original job Lead 3D Animator /Spine / Unity Integration/ /Remote/ posted on GrabJobs ©. To flag any issues with this job please use the Report Job button on GrabJobs. Apply tot his job
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