Unreal Animator / Cinematic Animation Specialist

Hit Box Games LLC , Posted 1 week ago

Middle

Freelance

Negotiable

Remote

We are a small independent game team building an unannounced rock-horror story-driven game in Unreal Engine 5.

The project sits at the intersection of games, horror, and rock / metal culture, with creative input from world-class music talent.

The project is currently in prototype / vertical slice stage. This means the work is practical, hands-on, and visible quickly in the build. We are looking for people who like early-stage projects, can work from rough direction, and can help turn a prototype into a stronger pitch demo.

You will work directly with the project leads, with fast feedback and clear short-term goals. The team is small, so good work has real impact.

What are you working on?
  • The name of the project(s): Unannounced rock-horror story-driven game
  • At what stage of the project(s)? Early prototype. Story and vision are defined, but core art, characters, animation, and UE5 vertical slice are still being built.
  • Genres: Action, Adventure
  • Platforms: PC, Console
Team size and structure?

Small independent team with project leads, writer/story support, Unreal development support, character art, and external freelancers/studios as needed

For which tasks (responsibilities)?

Target:

Help bring a short Unreal Engine 5 vertical slice to life with cinematic animation, mocap cleanup, retargeting, and early facial / MetaHuman pipeline tests.

  • Tasks:
    Set up or clean up body animation for humanoid and creature-style characters.

  • Work with Unreal Engine 5 animation tools, Sequencer, retargeting, and animation Blueprints where needed.

  • Clean up, edit, and adapt mocap or captured performance data for use in Unreal.

  • Help evaluate mocap data quality and identify what needs recapture, hand-key cleanup, or camera/VFX support.

  • Help test a MetaHuman-compatible animation pipeline, especially for dialogue and facial performance.

  • Support facial animation tests using MetaHuman Animator, Live Link Face, ARKit-style blendshapes, or similar workflows if available.

  • Retarget existing animation packs or mocap data to project characters.

  • Block short cinematic moments for performance, dialogue, ritual, possession, and horror presentation.

  • Review character models / rigs and explain what is needed for animation readiness.

What kind of professional are we looking for?
  • Strong animation fundamentals.

  • Experience getting animations into Unreal Engine 5.

  • Retargeting experience.

  • Mocap cleanup / editing experience.

  • Sequencer experience.

  • Familiarity with MetaHuman animation workflows.

  • Facial animation experience for dialogue or cinematic scenes.

  • Ability to work with prototype assets, placeholder rigs, and incomplete production data.


Nice to have:

  • MetaHuman Animator, Live Link Face, ARKit blendshapes, or similar facial capture / facial rig experience.

  • Control Rig experience.

  • Experience with optical mocap, inertial mocap, video-based mocap, or performance capture pipelines.

  • Creature animation experience.

  • Experience adapting custom character art toward a MetaHuman-compatible or Unreal-friendly animation pipeline.

  • Blender, Maya, MotionBuilder, Rokoko, Xsens, Move.ai, or similar pipeline experience.

What is important for us in a person?
  • Clear about what is possible now and what needs a proper rig later.

  • Practical with prototype constraints.

  • Good communication with artists, Unreal developers, and production.

  • Comfortable giving short technical notes and pipeline recommendations.

  • Reliable with delivery and status updates.

Why do we enjoy working here?
  • Help define the animation pipeline for an early-stage Unreal project.

  • Work on cinematic horror / narrative material, not only generic locomotion.

  • Opportunity to shape both body animation and facial animation direction.

  • Good portfolio material if the trial goes well.

What are the conditions and bonuses?
  • Remote work.

  • Freelance / contract setup.

  • Short paid trial task first.

  • Flexible schedule by agreement.

The selection process
  1. Send reel / portfolio with notes on what you personally animated.

  2. Short intro call or message exchange.

  3. Small paid trial such as retargeting, Sequencer blocking, or a MetaHuman/facial test.

  4. Continue on vertical slice work if the trial fits.

Please include Unreal examples if you have them.

Hit Box Games LLC

Company type: Publisher, Developer

Employees: 11-50

Platforms: PC, Mobile, Console, VR/AR

Genres: Action, Adventure, Puzzle, Simulation, Shooter, Card and/or Board, Casual, Arcade, Fighting, Platformer, Trivia, Hyper-casual

http://www.hitbox-games.com

View all vacancies from Hit Box Games LLC
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