{"id":898755,"url":"https://alion.io/job/xsolla-technical-animator-senior-technical-animator-quadrupeds-unreal-engine","title":"Technical Animator / Senior Technical Animator — Quadrupeds, Unreal Engine","company":{"id":2375,"name":"Xsolla","domain":"xsolla.com","url":"https://alion.io/company/xsolla","size_band":"201-500","is_staffing_agency":false,"employer_type":"direct","is_intermediary":false,"listed_via":null,"ats_vendor":"Lever","truth_index":{"grade":"B","score":70,"open_postings":172,"ghost_share":0.424,"stale_share":0,"repost_share":0,"time_to_fill_p50_days":66,"computed_at":"2026-11-04T06:34:25Z"}},"role":"Games","role_family":"Games","seniority":"senior","employment_type":"contractor","work_mode":"remote","remote_scope":"stated_countries","remote_scope_basis":"board_field","remote_working_hours":null,"hiring_geo_confidence":"inferred","locations":["Almaty, Kazakhstan","Serbia","Armenia"],"countries":["KZ","RS","AM"],"hiring_countries":["RS","AM"],"hiring_countries_total":2,"salary":null,"salary_estimate":{"min_usd":34000,"max_usd":96000,"period":"year","method":"global_role_cell_scaled_by_country","sample_n":117},"experience_years_min":5,"visa_sponsorship":false,"relocation_package":false,"has_equity":false,"technologies":[{"name":"Maya","optional":false},{"name":"Unreal Engine","optional":false},{"name":"C++","optional":true},{"name":"Python","optional":true}],"status":"live","first_seen_at":"2026-09-14T09:20:35Z","employer_posted_date":"2026-09-14","last_verified_at":"2026-11-05T01:15:22Z","board_verified":true,"closed_at":null,"days_open":51,"trust":{"level":"ok","repost_count":0,"flags":["company_stale"],"days_open":50},"description":"ABOUT YOU\nWe're looking for an experienced Technical Animator who is passionate about bringing quadruped characters to life with realistic, believable movement in Unreal Engine. You have a strong understanding of animal biomechanics and locomotion, and you're confident working across the full animation pipeline - from rigging and Control Rig setup to fully optimized, production-ready animation systems for multiplayer gameplay.\nABOUT US\nXsolla is a global commerce company with robust tools and services to help developers solve the inherent challenges of the video game industry. From indie to AAA, companies partner with Xsolla to help them fund, distribute, market, and monetize their games. Grounded in the belief in the future of video games, Xsolla is resolute in the mission to bring opportunities together, and continually make new resources available to creators. Headquartered and incorporated in Los Angeles, California, Xsolla operates as the merchant of record and has helped over 1,500+ game developers to reach more players and grow their businesses around the world. With more paths to profits and ways to win, developers have all the things needed to enjoy the game.\nFor more information, visit xsolla.com.\nRESPONSIBILITIES\nDevelop and maintain animation systems for quadruped characters\nSet up Animation Blueprints, State Machines, Blend Spaces, Animation Layers\nCreate and configure IK/FK, Full Body IK, and procedural animation systems\nSet up locomotion: walk, trot, canter, gallop, turns, starts/stops, jumps\nConfigure blending, additive animations, sync groups, and transitions\nWork with IK Rig / IK Retargeter and adapt animations between different skeletons\nWork with motion capture data, cleanup, and retargeting\nCreate and maintain Control Rig tools\nFix foot sliding, popping, IK, and blending artifacts\nOptimize Animation Blueprints, Control Rig, and skeletal animation systems\nDevelop and maintain animation systems for multiplayer projects\nWork with networked locomotion, prediction, and reconciliation\nSynchronize Montages and locomotion states in networked gameplay\nCollaborate with animators, game designers, and programmers\nDevelop and improve the animation pipeline and internal tools\nREQUIREMENTS\n5+ years of experience in technical animation / gameplay animation\nHands-on experience with quadruped characters\nPortfolio with quadruped animation examples - required\nStrong knowledge of Unreal Engine: Animation Blueprints, Control Rig, IK Rig / Retargeter, Blend Spaces, State Machines\nSolid understanding of animal biomechanics and quadruped locomotion\nExperience with rigging, skinning, and skeleton setup\nExperience with motion capture pipelines\nExperience with Maya, MotionBuilder, or a similar DCC tool\nUnderstanding of root motion, animation curves, notifies, montages, additive animation\nExperience debugging and optimizing animation systems\nUnderstanding of the differences between local and replicated character state\nUnderstanding of which animation states/variables should be calculated locally versus driven by replicated gameplay state\nUnderstanding of latency, desync, animation popping issues, and ways to minimize them\nConversational English\nExperience working on AA or AAA game projects\nNICE TO HAVE\nExperience animating large quadrupeds (not just domestic animals, but heavy/massive locomotion)\nMotion Matching / Pose Search\nFull Body IK / procedural locomotion\nPython / scripting\nC++ in Unreal\nBuilding animation tools\nExperience optimizing NPC crowds / large numbers of skeletal meshes","description_format":"text","description_chars":3542,"description_truncated":false,"requirements":{"experience_years_min":5,"management_years_min":null,"team_size_min":null,"manages_managers":false,"education":null,"security_clearance":false,"languages":[{"language":"English","level":"All 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