About this role

We need a Senior 3D Animator to own character animation end-to-end for a Unity mobile title. This isn't a support role. You'll define the movement language for heroes and troops, take visual direction from the Art Director, collaborate with the 3D Generalist, and coordinate with the Art Producer for task tracking and milestone delivery, and bring our roster to life - from first blocking pass to final in-engine polish. What You'll Own Character Animation Full animation sets for heroes, troop units, and a creature - idle, move, attack, hit, death, ability activations -Designing animations specifically for top-down/isometric camera readability, ensuring strong silhouettes and clear action states from a distance -Animations that read clearly at mobile screen sizes and within real-time performance budgets -Unity Animator Controller setup: blend trees, animation events, state machines Pipeline Establish and document the animation pipeline from DCC to Unity Set naming conventions, export standards, and integration guidelines Collaborate with the Technical Artist to align on rig standards and LOD considerations, including optimizing animations for massive crowd scenes, strict adherence to bone-count limits, and experience with animation LODs or vertex animation baking Quality Own animation quality across the full character roster, not just your own output Maintain consistency as assets come online from the 3D Generalist What We're Looking For Must-Have 5+ years of 3D character animation in games, with at least one shipped mobile title Deep Unity integration experience - Animator Controller, blend trees, animation events, state machines Proficient in Maya and/or Blender Strong fundamentals: weight, timing, secondary motion - particularly for stylized-realism Self-directed; ...