Technical Animator

Há 4 dias


Recife, Brasil Kokku Tempo inteiro

The Technical Artist is responsible for developing and setting up rigs, skinning characters and assets and creating tools that improve the production workflow.

Being a part of Kokku means being able to work with comittment to excelence. As a result, we put our talents and efforts on making games better. In addition, only at Kokku you will have the opportunity to work with great IPs and major studios like Activision, Guerrilla Games, Netflix, Warner Brothers and Treyarch, to name a few.

At Kokku we have a team of experts, working on every stage of game production. We strongly believe in pushing boundaries and creating remarkable experiences.

Department
Art

Location
Recife, PE - Brasil

**The benefits about joining Kokku**:

- Competitive financial reward;
- Health Insurance;
- A transparent and inclusion-oriented culture;
- Relocation bonus,
- Meal ticket;
- Transport benefits and more.

**As a Tech Artist you will***:

- Recognize proper mesh topology as well as repair and/or give feedback to the 3D modelers on mesh creation, UV’s, blend shapes, and textures.
- Rigging and skinning of the characters to meet the needs of stakeholders within the team (i.e., animators, artist, technical art)
- Collaborate with technical artist and tool programmers to create tools that increase the effectiveness of the production’s workflow.
- Manage the Cinematic pipeline from Motion Builder to Maya to Unreal.
- Own the setup and maintenance of the Unreal Sequencer pipeline and any custom tools required.

**We expect you to have***:

- Advance experience with Maya
- Intermediate knowledge of 3DMax
- Understanding of FAC System
- Experience with IK setup, set driven keys, Mel scripting, and Python.
- Experience with Motion Builder.
- Ability to problem solve technical rigging issues.
- Experience with motion capture data cleanup.
- Good sense of body mechanics and proportions.
- Experience in rigging character, quadpeds, and creatures.
- Experience using Unreal’s sequencer and some intermediate knowledge of blueprints.

**Would also be nice to have**:

- Experience working with performance and optimization on Console;
- Experience with Houdini.


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