We are Fatshark
We are an independent Swedish game development studio located in Södermalm, Stockholm. With about 130 experienced and skilled employees we have worked as contractors for a number of AAA projects, as well as developed titles with publishers and independently for both consoles and PC. Our most recent game is the critically acclaimed title Warhammer: Vermintide 2 and we're also currently working on our next big game: Warhammer 40,000: Darktide.
The role
We are looking for a Junior Technical Animator to join our character production team. You will work on our up-coming game Warhammer 40K: Darktide as well as our current game, Vermintide 2, together with our Senior Technical Artists/Animators and Character Artists to create rigs for and skin a diverse range of characters as well as improve and work on existent rigs. You will be responsible for rigging and skinning body and face for human, animal and creature characters in Autodesk Maya as well as setting up the Human IK rig in Autodesk Motionbuilder.
Our team and work environment is highly agile, collaborative and creative, thus it gives the individual team members a lot of influence along with responsibility. As part of the TA team you are a central role in our character production, tying disciplines together and improving the overall workflow of the project. We need you to be an excellent problem solver with strong communication skills.
If you have previous experience of Technical Animation in the game development industry it is highly appreciated, but most importantly we want you to have a genuine passion for Technical Animation and problem solving. We want you to grow and excel with us!
What we offer
Here at Fatshark, we do what we love most: design high-profile games for PCs and consoles, with the passion and freedom of being indie. We offer you:
- A playful, friendly and inclusive work place
- Hands-on production environment with an emphasis on cooperative/multiplayer games
- Opportunities for personal growth with varied projects, experienced co-workers and recurring hack weeks
- Developing games with our own engine - Stingray
- Regulated flex time and paid overtime
- Occupational pension
- Yearly health benefits (for gym membership & more)
- Yearly bonus program
- Office located in central Stockholm
Responsibilities
- Create custom rigs for humans, animals and creatures along with skinning in Autodesk Maya
- Setup the Human IK rig in Autodesk MotionBuilder
- Create facial animation setups for a wide range of characters
- General problem solving within the Animation pipeline
- Work closely with Animators and TA's to improve the Animation pipeline and tools
- Push for new technical solutions and avenues
Required qualifications
- Experience in skinning and rigging - with a portfolio to show
- Great understanding of topology
- Great understanding of anatomy and character movement
- Excellent communication skills
- A mentality geared towards problem solving
- Basic knowledge of working with Motion Capture data
- Basic knowledge of scripting (such as Python)
- Excellent spoken and written English
Bonus qualifications
- Extensive knowledge of Python is a big plus
- Knowledge of working with and setting up blend trees
- 1+ years of professional work experience in the game industry
Application details
We will be reviewing applications and interviewing candidates continuously throughout the application period.
Location: Stockholm, Sweden
Start: ASAP
Form of Employment: Full time, permanent