Middle
Freelance
Do ustalenia
Praca zdalna
We are a small independent game team building an unannounced rock-horror story-driven game in Unreal Engine 5.
The project sits at the intersection of games, horror, and rock / metal culture, with creative input from world-class music talent.
The project is currently in prototype / vertical slice stage. This means the work is practical, hands-on, and visible quickly in the build. We are looking for people who like early-stage projects, can work from rough direction, and can help turn a prototype into a stronger pitch demo.
You will work directly with the project leads, with fast feedback and clear short-term goals. The team is small, so good work has real impact.
Nad czym pracować?
- Nazwa projektu (ów): Unannounced rock-horror story-driven game
- Na jakim etapie projekt(y)? Early prototype. Story and vision are defined, but core art, characters, animation, and UE5 vertical slice are still being built.
- Gatunek: Gry akcji, Gry przygodowe
- Platformy : PC, Console
Wielkość i struktura zespołu?
Small independent team with project leads, writer/story support, Unreal development support, character art, and external freelancers/studios as needed
Na jakie zadania (obowiązki)?
Target:
Help bring a short Unreal Engine 5 vertical slice to life with cinematic animation, mocap cleanup, retargeting, and early facial / MetaHuman pipeline tests.
Tasks:
Set up or clean up body animation for humanoid and creature-style characters.Work with Unreal Engine 5 animation tools, Sequencer, retargeting, and animation Blueprints where needed.
Clean up, edit, and adapt mocap or captured performance data for use in Unreal.
Help evaluate mocap data quality and identify what needs recapture, hand-key cleanup, or camera/VFX support.
Help test a MetaHuman-compatible animation pipeline, especially for dialogue and facial performance.
Support facial animation tests using MetaHuman Animator, Live Link Face, ARKit-style blendshapes, or similar workflows if available.
Retarget existing animation packs or mocap data to project characters.
Block short cinematic moments for performance, dialogue, ritual, possession, and horror presentation.
Review character models / rigs and explain what is needed for animation readiness.
Jakiego specjalisty szukamy?
Strong animation fundamentals.
Experience getting animations into Unreal Engine 5.
Retargeting experience.
Mocap cleanup / editing experience.
Sequencer experience.
Familiarity with MetaHuman animation workflows.
Facial animation experience for dialogue or cinematic scenes.
Ability to work with prototype assets, placeholder rigs, and incomplete production data.
Nice to have:
MetaHuman Animator, Live Link Face, ARKit blendshapes, or similar facial capture / facial rig experience.
Control Rig experience.
Experience with optical mocap, inertial mocap, video-based mocap, or performance capture pipelines.
Creature animation experience.
Experience adapting custom character art toward a MetaHuman-compatible or Unreal-friendly animation pipeline.
Blender, Maya, MotionBuilder, Rokoko, Xsens, Move.ai, or similar pipeline experience.
Co jest dla nas ważne w człowieku?
Clear about what is possible now and what needs a proper rig later.
Practical with prototype constraints.
Good communication with artists, Unreal developers, and production.
Comfortable giving short technical notes and pipeline recommendations.
Reliable with delivery and status updates.
Dlaczego u nas przyjemno pracować ?
Help define the animation pipeline for an early-stage Unreal project.
Work on cinematic horror / narrative material, not only generic locomotion.
Opportunity to shape both body animation and facial animation direction.
Good portfolio material if the trial goes well.
Jakie warunki i bonusy?
Remote work.
Freelance / contract setup.
Short paid trial task first.
Flexible schedule by agreement.
Proces selekcji
Send reel / portfolio with notes on what you personally animated.
Short intro call or message exchange.
Small paid trial such as retargeting, Sequencer blocking, or a MetaHuman/facial test.
Continue on vertical slice work if the trial fits.
Please include Unreal examples if you have them.
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