
Website Render Cube
Job Overview
Job Overview Table
| Feature | Details |
| Company Name | Render Cube |
| Position | 3D Animator (Mid/Senior) |
| Location | Łódź, Poland (Geyer Gardens – On-site) |
| Employment Type | Employment Contract (UoP) |
| Salary Range | PLN 8,000 – 18,000 Gross (Depending on seniority/experience) |
| Core Software | Blender, Unreal Engine |
| Core Hours | 10:00 AM – 3:00 PM (Flexible start/end) |
Render Cube is a prominent Polish development studio known for creating immersive, high-quality gaming experiences. We are currently looking for a talented and passionate 3D Animator (Mid/Senior) to join our creative team in the heart of Łódź. If you have a knack for bringing digital characters to life and thrive in a collaborative environment, we want to hear from you.
About the Role: What Will You Do?
As a 3D Animator at Render Cube, your primary mission is to breathe life into the worlds we build. You won’t just be moving joints; you will be defining the soul and weight of our characters. While the bulk of your work will focus on humanoid character animation, our projects often demand a diverse range of movement, including animals and complex machinery.
Your daily workflow will involve a sophisticated blend of technical precision and artistic flair. You will work extensively with motion capture (MoCap) data, transforming raw performances into polished, game-ready assets. This involves everything from retargeting data onto our custom skeletons to the meticulous “cleaning” of curves to ensure fluid, natural movements that feel right to the player.
However, Render Cube believe in the “human touch.” Not everything can (or should) be captured by sensors. You will frequently be called upon to create manual animations from scratch, ensuring that even the most subtle gestures or high-fantasy movements possess the necessary impact and personality.
What We Expect from You
Render Cube are looking for an experienced professional who understands the specific rigors and rewards of the gaming industry. To be successful in this role, you should possess:
Industry Experience: Several years of documented experience working within the gaming sector. You should have a deep understanding of the animation pipeline, from initial blocking to final implementation.
A Proven Portfolio: A strong showreel or portfolio demonstrating your work on commercial projects. We want to see how you handle weight, timing, and emotion in your animations.
Technical Mastery in Blender: Blender is our primary tool for animation. You must have an advanced command of its animation suite, including the Dope Sheet, Graph Editor, and NLA Editor.
Unreal Engine Proficiency: Since our projects are built in Unreal Engine, you need to understand how animations behave within the engine environment. This includes knowledge of Animation Blueprints and the general export/import pipeline.
MoCap Expertise: You should be comfortable handling motion capture files. This includes the technical side of retargeting (mapping motion from one skeleton to another) and the artistic side of cleaning data to remove jitters or artifacts.
Collaborative Spirit: Game development is a team sport. We value strong communication skills and a positive attitude toward feedback. You should be able to organize your work efficiently to meet project milestones.
Language Skills: A good command of English is essential for navigating our technical documentation and communicating within our diverse industry network.
“Bonus Points”: The Welcome Skillset
While not strictly mandatory, candidates who possess the following will stand out:
A Gamer’s Soul: Being a player yourself helps you understand “game feel”—that intangible quality that makes a movement feel responsive and satisfying to the user.
MoCap System Support: If you have hands-on experience setting up or operating motion capture hardware (like OptiTrack or Xsens), that is a massive plus.
Unreal Engine Sequencer: Proficiency in the Sequencer tool for creating cinematic cutscenes or scripted events.
Rigging and Skinning: The ability to prepare models for animation by creating bone structures and defining vertex weights.
Cinematic Basics: A fundamental understanding of film language—framing, pacing, and composition—to help elevate our storytelling.
Deep Dive: Life at Render Cube
The Location: Geyer Gardens, Łódź
Our office isn’t just a place to work; it’s a piece of history. Located in the Geyer Gardens (Ogrody Geyera), we work in a beautifully revitalized industrial space in the center of Łódź. This area blends the city’s rich textile heritage with modern amenities, offering a unique atmosphere that inspires creativity. Working on-site allows for real-time collaboration, spontaneous brainstorming, and a sense of community that remote work often lacks.
The Financials and Contract
Render Cube believe in transparency and security. We offer a UoP (Umowa o Pracę), which is the standard Polish employment contract. This provides you with full social security benefits, paid vacation days, and long-term stability. The salary range of PLN 8,000 to 18,000 gross is designed to accommodate both seasoned Mid-level animators and high-level Seniors who bring specialized expertise to the table.
Culture and Flexibility
Render Cube respect your personal time. While we thrive on the energy of an office environment, we offer flexible working hours. Our “core hours” are 10:00 AM to 3:00 PM—this is when we have our meetings and collaborative sessions. Outside of that window, you can structure your day in a way that best suits your lifestyle.
At Render Cube, you’ll find an atmosphere of “gaming enthusiasts.” We aren’t just making products; we are crafting worlds we want to play in. You can expect a friendly, low-ego environment where your ideas are heard and your professional growth is supported.
Detailed Task Breakdown: A Week in the Life
To give you a better idea of what this role entails on a granular level, here is how a typical project phase might look for our 3D Animator:
Character Development Phase: You will work closely with the character artists to ensure that new models are “animatable.” This might involve providing feedback on topology or assisting with the rigging process to ensure the character can achieve the necessary poses.
The MoCap Session: When new data arrives from the MoCap stage, you will be responsible for the initial pass. You’ll retarget the data onto our character rigs and identify areas that need manual intervention—perhaps a hand is clipping through a weapon, or a foot is sliding on the floor.
Keyframe Polishing: This is where the magic happens. You’ll use your knowledge of the 12 Principles of Animation to add squash, stretch, and secondary motion to the MoCap data. For mechanical objects or animals where MoCap isn’t available, you will build the entire movement cycle using keyframes in Blender.
Engine Implementation: Once the animation is polished, you’ll bring it into Unreal Engine. You’ll check for transitions between states (like moving from an idle to a run) and ensure that the animation blends smoothly.
Iterative Review: You’ll meet with the Lead Animator and Art Director to review the work. We focus on “iterative design”—making small, constant improvements based on how the animation looks and feels in the actual game build.
How to Apply
If you are ready to take the next step in your career and join a studio that values quality and creativity, we invite you to apply.
Note: Render Cube value your time as much as our own. Because we receive a high volume of applications, we will only contact candidates who have been selected for the next stage of the recruitment process.
Please include in your application:
An up-to-date CV.
A link to your portfolio/showreel (mandatory).
A short description of your most significant commercial achievement in animation.
Join Render Cube and help us create something legendary!
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