Who are we?
It’s pretty simple, really. Io-Interactive is here to deliver exciting best-in-class gaming experiences. We want our games to play and feel like the people who created them – unique and creative. It is our way of making sure that we will always deliver something interesting.
So we do a lot to foster a culture of brother- and sisterhood and we strive to be a collective of creative, productive people rather than a factory. You come to work at Io-Interactive because you want to create top-of-the-line games and because you want to be part of a company that isn’t afraid of doing things differently.
Because you will be spending a substantial amount of your day here, we do as much as we can to make IOI feel like a second home. We meet for optional breakfast every morning, have communal lunches and even dinner on those occasionally long days where we need to meet an important deadline.
On Fridays we sometimes have our Friday bar – either planned as a big thing where we run around in the building with laser guns or other fun like that – or just spontaneously started somewhere in the building. Every now and then we have IOI days where we can dig into our pet projects or attend presentations from colleagues or external experts on everything game related. It’s all about getting creative, influenced and inspired.
What is the job?
Io-Interactive is currently looking for a full-time Senior Technical Animator to join our HITMAN project.
We are prepared to accept applications from the very best talent from around the world and offer relocation packages in order to secure the right candidate for this role.
As an integral part of the Pipeline team, you will work on identifying, developing and implementing the best work conditions for the content developers to execute on the creative vision.You will be working with game designers, artists, animators and programmers, working out technical setups and creating pipelines for animation and character related content.
Your goal is to support the animation and gameplay team in producing and integrating animation content, setting new standards for animation in games.
You will be part of the Pipeline team working with artists, designers, programmers and animators to ensure the best possible conditions for outstanding character animation, among other things this include defining work flows, structures and the organization of animation related content. You will assist in the design and development of animation and character art tools, utilities and pipelines required to setup and animate game characters.
You get to work with character artists ensuring game models are made to meet technical and animation quality requirements. In addition, you will make scripts (e.g. in Python/MaxScript/MEL) or work with programmers, fleshing out desired functionality required by animators, character artists and the engine. Another part of your job will be to assist character artists with skinning and rigging of characters, including setups for facial animation and create and maintain documentation on best practices working with IOI’s current tool set. In addition, you will deliver content and features within quality, schedule and technical limitations.
What is required?
You are an accomplished technical animator with experience working in the video games industry having produced work for at least one published title. You have programming and tool/utility development experience with Python, PySide and one or more 3D application API and solid rigging and skinning skills. Working experience with Motion Builder and 3DS Max/Maya is required as well as an understanding of animation runtime including animation networks.
You have a strong understanding of anatomy and an ability to look past immediate technical constraints and work with evolving game and technical requirements as they happen. You work solution oriented, are analytical minded and organized. You have to be self-motivated towards overcoming creative challenges and possess excellent written and oral communication skills in English. A passion for video games is mandatory.
We’d be thrilled if you have working experience with one or more of the following languages or frameworks: FBX SDK, Motion Builder SDK, Maya/Max scripting and APIs, Perforce API, Shotgun API, Database, C++, C#. Experience in working with mocap systems and with FaceFX and FACS will be an advantage. A CG/Games animation background will be preferred.
You made it this far. Clearly you’re ready to know even more. So get in touch now. We need you!