Create animations and systems for our non-combat gameplay features
OUR NON-COMBAT GAMEPLAY ANIMATION TEAM
Guerrilla’s non-combat gameplay Animation team focuses on creating high quality in-game animations to ensure the player's experience can be as immersive and believable as possible. As the non-combat animation lead, you breathe life and personality into all characters in settlements. As the lead of this team, you will collaborate closely with Design, Code and animation departments to create AAA content from the initial prototype to the final shippable version.
WHAT YOU WILL DO
As the Animation Lead on the Non-Combat Gameplay Animation team you will collaborate with all teams at Guerrilla, but particularly with the Living World Design Team, AI and Gameplay Code, Animation Direction as well as all other Animation Teams here at Guerrilla to help meet our aesthetic and in-game requirements using our tools and technology. In this role you can expect to
- Help create real time non-interactive sequences for crowd characters from conception to integration
- Work closely with Directors, Leads and other stakeholders to ensure consistent unified visual style
- Create and maintain animation assets
- Work and improve upon our animation systems together with our AI, Gameplay and Living World Design Team
- Organize MoCap shoots as well as edit and implement data – for all sequence systems
- Support outsource efforts through setup, review and integration of assets
- Collaborate with the Gameplay Animation Director and the Living World Design Lead to ensure that the animations meets expectations of quality, consistency and style
- Communicate with other tech disciplines such as AI, Technical Animation and Technical Design
WHO YOU ARE
We would love to hear from you if you have:
- Concrete experience in the gaming industry with relevant products shipped.
- Experience working with similar systems on previous projects of comparable production value
- Excellent working knowledge of Maya and Motionbuilder
- Thorough understanding of editing MoCap, as well as stylized keyframe animation
- Good understanding of animation systems in games – node graphs, sequences and how to structure animations within such systems
- Problem solving approach and technical aptitude (setting up and maintaining solutions/workflows in DCC and in-engine)
- You are growth minded and motivated towards teaching, enabling, and coaching other animators
If you think you’re up for the challenge, we’d love to hear from you! You can apply by hitting the “apply now” button. Be sure to submit your CV, Cover Letter and a link to your reel where you showcase your best and most recent, relevant work.
Please note: This position is based in our studio in the heart of Amsterdam. Guerrilla offers relocation and immigration support
Frequently asked questions
Q: I don't have any work examples. Can I still apply for a job?
A: It's essential that you can prove to us that you have the necessary skills for the job. Rushing into an application without supplying the required materials won't leave a good impression. In general, it's a good idea to put together an excellent portfolio before you start applying for jobs.
Q: I have no experience in the games industry. Can I still get a job with you?
A: Games industry experience is certainly a bonus, but it's not always necessary. It's important to put together an excellent portfolio that demonstrates your skills and your understanding of the game development process.
Q: I applied for a job with you, but I haven’t heard back. What happens now?
A: We aim to respond to all applications within three weeks. Due to the volume of requests, this sometimes takes a little longer. If you have not heard from us within three weeks, your application was most likely unsuccessful.
Q: How can I arrange a job interview with you?
A: We receive so many applications that we are only able to arrange interviews with the most suitable candidates. It's important that your application stands out from the crowd. Go ahead, impress us!
Q: I'm considering working at Guerrilla in the future. Is it possible for me to come for a tour of the studio?
A: Because of the confidential nature of the projects that we are working on, we cannot allow visitors into the studio. The most impressive job applicants will be invited for an interview, and will have an opportunity to visit some of the development areas.
Q: I'm a university student looking for a company that can help me with a (master) thesis assignment. Can we arrange a meeting to look at the different possibilities?
A:We like to help out with university level assignments when we can! However, due to time constraints and deadlines this isn't always possible. Please send a brief e-mail outlining the aims of your assignment and what input you would need from us. We'll let you know if we are able to help you.
Q: I'm a high school student and I have to do a school assignment on media and entertainment. Can I make an appointment for an interview with one of your employees to discuss this?
A: Due to the sheer number of requests we receive, we regret that we are unable to participate in interviews with school students.
Q: I have a great idea for a game. How can I submit it to you?
A: All of our game concepts are developed by our internal designers, in conjunction with our publishers. It is company policy not to accept game concepts from third parties.
Q: I'm still in school and I want to get a job in games in the future. What kind of education and skills do I need to achieve this goal? Can you provide me with information on the schools that teach this discipline?
A: The skills required to work in the games industry are very broad, as there are many areas in which you can work. In development there are roles in art, animation, programming, design, and project management. Other industry roles include sales, marketing, PR, and testing. The most important thing is to get an education in subjects that you enjoy and that you are good at. Your career adviser should be able to give you guidance as to which careers are suitable for an individual with your particular skills.