
People Can Fly is seeking a visionary Senior Technical Animator to join our world-class Animation Department. This role is a cornerstone of Project Florence, where you will bridge the gap between artistic intent and technical execution. As a studio with over two decades of heritage in the AAA shooter genre, we are looking for a technical expert who thrives on optimization, innovation, and the relentless pursuit of high-fidelity character movement within Unreal Engine
Job Overview: Senior Technical Animator
| Category | Details |
| Company Name | People Can Fly (PCF) |
| Project Name | Project Florence |
| Job Title | Senior Technical Animator |
| Employment Type | Full-time |
| Location | Warsaw, Poland (Hybrid/Remote options available) |
| Salary Range | Competitive AAA Industry Standard (Commensurate with seniority and 5+ years experience) |
| Core Tech Stack | Unreal Engine, Autodesk Maya, Python, Physics Simulations (Cloth/Hair) |
| Department | Animation |
About People Can Fly
Founded in 2002, People Can Fly has solidified its reputation as a powerhouse in the global gaming industry. We are the architects behind some of the most visceral and mechanically polished shooters in history, including Painkiller, Bulletstorm, and Gears of War: Judgment. Most recently, we captivated millions with Outriders, proving our ability to blend deep RPG mechanics with intense action.
We aren’t just a studio; we are a global collective. With hundreds of specialists across Poland, the UK, Ireland, the US, and Canada, we leverage a diverse range of perspectives to push the boundaries of the Unreal Engine. Currently, our teams are hard at work on:
- Gears of War: E-Day (In collaboration with Microsoft)
- Project Echo (For KRAFTON)
- Lost Rift (Original self-published IP)
- Project Florence (The focus of this recruitment)
When you join PCF, you aren’t just taking a job—you are joining a legacy of technical excellence and creative audacity.
The Mission: Senior Technical Animator
As a Senior Technical Animator, you are the architect of the character pipeline. You aren’t just skinning models; you are building the systems that allow those models to breathe, react, and move with life-like precision. You will be responsible for the “guts” of our characters, from the intricate facial rigs that convey emotion to the complex physics setups that handle capes, hair, and armor in real-time.
Core Responsibilities
- Pipeline Stewardship: Maintain and evolve the production and software pipelines. You will ensure that the journey from a static mesh to a fully realized in-game character is seamless, efficient, and meets strict production deadlines.
- High-End Rigging & Skinning: Create industry-leading rigs for a diverse cast of characters, creatures, and props. These must be technically sound and artistically flexible to fit the unique aesthetic of the Florence universe.
- Unreal Engine Integration: Autonomously implement characters into UE, taking full ownership of Blueprints, cloth physics, and general physics setups.
- Cross-Department Collaboration: Serve as the vital link between Modelers and Animators. You will ensure that models are built with proper topology for rigging and that animators have the tools they need to perform at their best.
- Tool Development & R&D: You won’t just use existing tools—you will build new ones. Using Python and engine-specific scripts, you will contribute to the internal toolset and engage in R&D to stay ahead of industry trends.
- Leadership & Mentorship: Occasionally support the Lead in recruitment and the onboarding of new hires. You will act as a beacon of knowledge, helping junior and mid-level staff refine their craft.
Required Qualifications & Expertise
We are looking for a veteran who has seen the “trenches” of AAA development and emerged with a portfolio of success.
Professional Experience
- Experience: A minimum of 5 years in technical animation, tool development, or pipeline engineering.
- Proven Track Record: At least one shipped AAA title where you played a significant role in the animation or technical pipeline.
- Technical Mastery: Deep, expert-level knowledge of Autodesk Maya, specifically focusing on advanced rigging and skinning techniques.
- Coding Proficiency: Strong Python skills are essential for automating tasks and building custom pipeline tools.
Artistic & Technical Foundational Skills
- Anatomy & Movement: A profound understanding of human and creature anatomy. You must understand how muscle and bone interact to create realistic physical deformation.
- Facial Rigging: Experience creating expressive facial rigs suitable for high-fidelity games or cinematic productions.
- Physics Simulation: Expertise in setting up and tuning simulations for cloth, hair, and rigid bodies to ensure they react realistically to character movement and environment.
- Unreal Engine Native: Familiarity with the inner workings of UE animation features, including State Machines, Control Rig, and Anim Blueprints.
Soft Skills
- Communication: Excellent verbal and written English. You must be able to translate complex technical concepts into actionable feedback for non-technical stakeholders.
- Self-Motivation: The ability to work autonomously in a remote or hybrid environment, managing your own tasks while pushing the project’s technical boundaries.
The “Nice to Haves”
While not mandatory, candidates possessing the following will be given priority:
- Multidisciplinary Background: Experience in modeling or keyframe animation.
- Extended Toolkit: Familiarity with Houdini for procedural workflows or Blender for rapid prototyping.
Comprehensive Benefits & Perks
People Can Fly believes in taking care of its people. Whether you are based in Poland or working from our UK hub, we offer a robust package designed to support your health, growth, and work-life balance.
Poland Office (Warsaw/Remote)
- Health & Wellness: Comprehensive private medical healthcare through Signal Iduna, including dental treatment.
- Physical Activity: MultiSport cards for you and your loved ones or friends.
- Mental Health: Access to free virtual health and mental wellbeing sessions.
- Culture & Environment: A free library stocked with a massive range of games and books.
- In-Office Perks: Fresh fruit, snacks, and a variety of beverages provided daily.
- Growth: In-company Polish and English language classes to help you integrate into our global team.
UK & International Support
- Healthcare: Private medical through Vitality and BUPA dental for employees and families.
- Fitness: Gympass access for employees and family members.
- Financial Security: Access to a competitive pension scheme.
- Flexibility: Flexible working hours to ensure you can balance your professional and personal life effectively.
Why Project Florence?
Project Florence represents a new chapter for People Can Fly. It is a project that demands technical innovation and artistic bravery. By joining this team, you will be at the forefront of defining the “feel” of our next great title. You will work in an environment that values candor, creativity, and craftsmanship.
We don’t just build games; we build the technology that makes games possible. If you are a Technical Animator who is tired of the status quo and wants to contribute to a studio that is constantly evolving, we want to hear from you.
Application Process
To apply, please ensure your portfolio includes:
- Rigging Reel: Demonstrating clean deformations, complex mechanical or organic rigs, and facial setups.
- Tool Samples: Any scripts (Python) or toolsets you have developed to streamline animation workflows.
- In-Engine Clips: Examples of your physics setups (cloth/hair) and Blueprint logic within Unreal Engine.
People Can Fly is an equal opportunity employer. We celebrate diversity and are committed to creating an inclusive environment for all employees.
Join us in Warsaw or from the comfort of your home. Let’s build the next generation of action games together.
Detailed Breakdown of Technical Expectations
1. The Maya-to-Unreal Pipeline
The Senior Technical Animator is the primary guardian of the bridge between our DCC (Digital Content Creation) tools and the game engine. You will be expected to:
- Optimize FBX export/import pipelines.
- Ensure scale, orientation, and bone hierarchies remain consistent across all assets.
- Debug mesh-weighting issues that only appear under specific engine lighting or LOD (Level of Detail) transitions.
2. Advanced Rigging Logic
We expect more than just “biped” rigs. Project Florence may involve:
- Custom Quadruped Rigs: Dynamic creatures with unique skeletal structures.
- Modular Rigging Systems: Designing rigs that can be easily updated or swapped without breaking existing animation data.
- Deformation Fixes: Utilizing Pose Space Deformers (PSD) or corrective blendshapes to maintain volume in joints like shoulders, elbows, and knees.
3. Unreal Engine Implementation
Your work doesn’t end in Maya. In Unreal Engine, you will:
- Blueprint Scripting: Use Visual Scripting to drive procedural animation logic.
- Physics Assets: Create and tune PhAT (Physics Asset Tool) profiles for ragdolls and hit reactions.
- Chaos Physics: Implement modern hair and cloth solutions that provide high-end visual fidelity without compromising frame rates.
4. Leadership & Vision
As a “Senior” member of the team, your influence extends beyond your own desk. You will:
- Set Standards: Define the naming conventions and folder structures for the entire animation department.
- Problem Solve: Act as the “firefighter” for technical hitches that stall the animation team.
- Innovate: Constantly look for ways to reduce “manual labor” through automation, allowing artists to focus on the art.