Animation brings our world and characters to life! We're looking to add some new gameplay animation talent to the development team creating The Long Dark, and the world of the Quiet Apocalypse.
The ideal candidate will have an impressive portfolio of gameplay animation work, and have experience both with keyframe and motion-capture based animation. We have a Maya pipeline in the studio, and work with Unity, so experience with those tools is definitely an asset. As well as a strong core animation ability we are looking for someone with good technical proficiency who enjoys ownership of animation throughout the pipeline from basic rigging to hooking up in game states. The ideal candidate is familiar with setting up state machines, and creating both first-person and creature animations.
You’ve shipped 2-3 high-quality games as an animator and are accustomed to working in a multi-disciplinary team environment. As the studio is comprised of senior developers who enjoy a high degree of autonomy and work at complex cross-disciplinary problem-solving, we place a high premium on people’s ability to communicate effectively, and their willingness to invest time and energy in team communication and collaboration.
In this role, you’ll need to be able to work autonomously, based on guidance provided by the lead animator. It is our intention to hire someone who can grow with the studio, to work with us on The Long Dark, and beyond. You need to be a mature developer who wants to "get shit done". We run a flexible working environment, and therefore focus on productivity and quality of output vs. hours in the chair. This means everyone we hire has to be motivated, professional, and needs the minimum amount of hand-holding, while still being able to work to clear direction and check in regularly for feedback. We have been able to develop The Long Dark without any crunch, and we'd like to keep it that way, and this depends on having motivated, skilled, professional developers who are willing to contribute to goal-setting and planning efforts.
5+ years of experience
must have a keen eye for timing and posing
must be passionate about creating great animations for games
must be a great communicator and take responsibility/ownership for your work
must be able to work independently
must be a very efficient and creative problem solver
must be able to take direction and make quick and appropriate adjustments.
must be familiar with creating animation systems (animation graphs, state machines)
must value working in a mature and team environment.
must be able to meet deadlines with minimal supervision
This is a full-time, salaried position with benefits based out of our historic Gastown Vancouver location. We offer a mature, inclusive work environment with structured on-site time along with fixed days where team members are able to work from home. We are open to relocating the ideal candidate but will give preference to local candidates whenever possible. Candidates who are legally permitted to work in Canada are preferred, but our first priority is hiring the best people we can find. We are a small team and intend to stay that way, so everyone we hire needs to be exceptional.
If working with other highly talented developers in a small-team environment sounds appealing, we want to hear from you!
Hinterland is an equal-opportunity employer. The studio is comprised of a multi-national, multi-ethnic team. We value a diversity of backgrounds. We also value veteran experience and a strong work ethic that supports the studio’s culture and values. Our work ethic and production methodology is built around a “Getting Stuff Done” paradigm. We embrace a flexible working environment that affords our team members the opportunity to enjoy family time and exercise self-care. We balance this out with very high expectations about the quality of output from everyone on the team. We offer a variety of perks, but do not believe perks are the same thing as culture.
(Also, everyone who joins our team gets a pair of slippers. They are nice slippers.)