DreamForge Games
Unity 3D Character Animator (Rigging, IK, Technical Animation)
DreamForge Games, Miami, Florida, us, 33222
Unity 3D Character Animator (Rigging, IK, Technical Animation)
Join to apply for the
Unity 3D Character Animator (Rigging, IK, Technical Animation)
role at
DreamForge Games . Overview
We are hiring a 3D character animator for a paid test assignment to evaluate animation quality, technical execution, and Unity integration before moving forward with a full or part‑time position working with a much larger animation library. Required Technical Skills
3D character animation (realistic, performance‑driven) 3ds Max Biped rigs (or clearly explain an alternative workflow) Clean looping animations and smooth blending Upper‑body animation that layers cleanly over idles Unity animation setup (Animator Controller, clip setup, basic state transitions) Organized delivery with clear naming conventions Nice to Have (not Required)
Mocap capabilities, cleanup, and enhancement IK‑assisted animation workflows To Apply, Please Include
Character animation samples (not environment‑only work) Brief explanation of your Unity animation workflow Final Output Requirements
Properly configured clips (looping, root motion as appropriate) Import and set up all animations in Unity Animator Controller with basic states and transitions Clean, usable setup ready for in‑project testing Unity scene or package demonstrating working animation setup Consistent, descriptive naming convention Character & Style
Character: Human teenage boy with accessories (glasses, headphones); see pictures/videos Rig: 3ds Max Biped Style: Realistic motion with slightly exaggerated body language Context: Character always faces and interacts directly with the camera (viewer) Test Deliverables (Scope of Work)
Mesh / Rig Prep (Light Touch) Minor adjustments to mesh, skinning, or rig only if required for clean animation No full re‑rig or character redesign expected Greeting Animation Sequence (Core Test) Deliver a short, camera‑facing interaction broken into three animation clips: Waiting Idle (Looping)
1–2 seconds Arms behind back, hands crossed Slight forward lean, subtle idle motion Head tilted, looking toward approaching camera
Welcome Gesture
1–2 seconds Opens arms slightly, presenting the space Confident and natural (not theatrical)
Self‑Introduction Gesture
2–3 seconds Hand to chest with a small bow Followed by a friendly gesture toward the camera
General Idles (Looping) Provide Two Distinct Idle Animations
Idle A – Listening
Alert posture, focused on the camera Occasional nods acknowledging an unseen speaker
Idle B – Excited Talking
Lively upper‑body motion Expressive arm and hand gestures reinforcing speech
Evaluation Criteria
Animation quality and performance realism Technical cleanliness (loops, blending, Unity setup) Communication skills, reliability, and efficiency Strong results will lead directly to a larger, long‑term animation contract. Seniority level
Entry level Employment type
Contract Job function
Design, Art/Creative, and Information Technology Industries
Software Development
#J-18808-Ljbffr
Join to apply for the
Unity 3D Character Animator (Rigging, IK, Technical Animation)
role at
DreamForge Games . Overview
We are hiring a 3D character animator for a paid test assignment to evaluate animation quality, technical execution, and Unity integration before moving forward with a full or part‑time position working with a much larger animation library. Required Technical Skills
3D character animation (realistic, performance‑driven) 3ds Max Biped rigs (or clearly explain an alternative workflow) Clean looping animations and smooth blending Upper‑body animation that layers cleanly over idles Unity animation setup (Animator Controller, clip setup, basic state transitions) Organized delivery with clear naming conventions Nice to Have (not Required)
Mocap capabilities, cleanup, and enhancement IK‑assisted animation workflows To Apply, Please Include
Character animation samples (not environment‑only work) Brief explanation of your Unity animation workflow Final Output Requirements
Properly configured clips (looping, root motion as appropriate) Import and set up all animations in Unity Animator Controller with basic states and transitions Clean, usable setup ready for in‑project testing Unity scene or package demonstrating working animation setup Consistent, descriptive naming convention Character & Style
Character: Human teenage boy with accessories (glasses, headphones); see pictures/videos Rig: 3ds Max Biped Style: Realistic motion with slightly exaggerated body language Context: Character always faces and interacts directly with the camera (viewer) Test Deliverables (Scope of Work)
Mesh / Rig Prep (Light Touch) Minor adjustments to mesh, skinning, or rig only if required for clean animation No full re‑rig or character redesign expected Greeting Animation Sequence (Core Test) Deliver a short, camera‑facing interaction broken into three animation clips: Waiting Idle (Looping)
1–2 seconds Arms behind back, hands crossed Slight forward lean, subtle idle motion Head tilted, looking toward approaching camera
Welcome Gesture
1–2 seconds Opens arms slightly, presenting the space Confident and natural (not theatrical)
Self‑Introduction Gesture
2–3 seconds Hand to chest with a small bow Followed by a friendly gesture toward the camera
General Idles (Looping) Provide Two Distinct Idle Animations
Idle A – Listening
Alert posture, focused on the camera Occasional nods acknowledging an unseen speaker
Idle B – Excited Talking
Lively upper‑body motion Expressive arm and hand gestures reinforcing speech
Evaluation Criteria
Animation quality and performance realism Technical cleanliness (loops, blending, Unity setup) Communication skills, reliability, and efficiency Strong results will lead directly to a larger, long‑term animation contract. Seniority level
Entry level Employment type
Contract Job function
Design, Art/Creative, and Information Technology Industries
Software Development
#J-18808-Ljbffr