DUTIES AND RESPONSIBILITIES:
- State Machine Architecture: Design, implement, and maintain complex Animator Controllers, utilizing State Machines, Sub-State Machines, and precise transition logic.
- Network Synchronization: Configure animation transitions, triggers, and Animation Events for accurate multiplayer replication. Account for client-server latency, client-side prediction, and potential rollbacks to ensure animations visually match the server state.
- Optimization: Ensure high performance of animation systems by configuring Culling Modes, optimizing Avatar Masks, and managing memory usage.
- Cross-Discipline Collaboration: Work closely with gameplay and network programmers to map player inputs to animation states, and with game designers to achieve the perfect action timing and "game feel."
- Advanced Animation Blending: Set up and fine-tune complex 1D and 2D Blend Trees. Ensure smooth, weight-based transitions and procedural blending between locomotion states (e.g., walking, running, strafing) and action layers (e.g., blending upper-body attack animations with lower-body movement without breaking the gameplay flow).
Requirements:
- Deep understanding of the Unity Animation System (Mecanim, Animator, Timeline).
- Strong practical experience with Finite State Machines (FSM) and Blend Tree configurations.
- Understanding of multiplayer game mechanics: basic knowledge of client-server architecture, interpolation, and how network delay impacts animation playback.
- Proficiency in C# to read character controller scripts, trigger Animator parameters, and debug integration issues.
- Experience utilizing Animation Curves and Animation Events for precise synchronization of hitboxes, visual effects (VFX), and audio.
- Solid experience with version control systems (Git, Plastic SCM, etc.).
- Need portfolio (we'll review candidates with portfolio only)