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Lead Technical Animator
Hangar 13 — престижная студия с мировым именем, работающая над культовыми франшизами. Позиция предлагает отличные возможности для профессионального роста, работу с передовыми технологиями (UE5) и гибридный формат работы в Великобритании или Чехии.
Сложность вакансии
Роль требует экспертных знаний Unreal Engine (Motion Matching, Control Rig) и опыта руководства командой в AAA-сегменте. Высокая сложность обусловлена необходимостью координировать работу между аниматорами, программистами и внешними партнерами.
Анализ зарплаты
Зарплата в объявлении не указана, но для позиции Lead в Великобритании в индустрии AAA-игр рыночный диапазон составляет £65,000 – £90,000 в год. В Чехии (Брно/Прага) цифры будут ниже в номинальном выражении, но сопоставимы по покупательной способности. Данная роль предполагает компенсацию выше среднего по рынку из-за высокой ответственности.
Сопроводительное письмо
I am writing to express my strong interest in the Lead Technical Animator position at Hangar 13. Having followed the Mafia franchise for years, I am deeply impressed by the studio's commitment to rich narrative storytelling and cinematic excellence. With my extensive background in Unreal Engine animation systems and a proven track record of leading technical teams, I am confident in my ability to bridge the gap between creative vision and technical implementation for your upcoming AAA projects.
In my previous roles, I have specialized in designing complex Animation Blueprints and implementing Motion Matching to achieve high-fidelity character movement. I am particularly excited about the opportunity to mentor your talented team of technical animators and collaborate with external partners to ensure the highest standards of performance and visual quality. My experience with Control Rig and Python automation aligns perfectly with your goal of developing efficient animation workflows.
I am eager to bring my expertise in gameplay prototyping and system optimization to Hangar 13. Thank you for considering my application. I look forward to the possibility of discussing how my technical leadership can contribute to the continued success of your narrative-driven games.
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Описание вакансии
| Job Title | Lead Technical Animator |
|---|---|
| Department | Technical Art |
| Location(s) | Brighton (preferred), Brno, Prague |
| Reports To | Associate Director Technical Animation |
| Job Type (Permanent, fixed term, internship) | Permanent |
Who We Are
Home to the award winning Mafia franchise, our team are united by passion for rich narrative storytelling, cinematic presentation and AAA craft. We're looking for creative minds and driven professionals who share our love of story, style, and adventure. If you're ready to help shape the next generation of narrative driven games, we'd love to hear from you.
Job Summary
We’re looking for a Lead Technical Animator to oversee the integration of character animations into gameplay systems, ensuring animations are responsive, high-quality, and aligned with the project’s creative and technical goals. Acting as a bridge between animation, design, and engineering, this role ensures animation systems enhance gameplay feel and performance across the entire player experience. As a hands-on leader, the Lead Technical Animator guides a team of technical animators, develops efficient animation workflows, and tackles complex runtime challenges in Unreal Engine. In addition to leading internal team members, you will also oversee and collaborate with external co-development partners, ensuring their work aligns with our creative vision, technical standards, and production goals
Duties and Responsibilities
- Lead, mentor, and support a team of technical animators, fostering both individual development and strong project delivery.
- Design, implement, and optimize gameplay animation systems using Unreal Engine tools such as Animation Blueprints, Motion Matching, State Machines, and Control Rig.
- Integrate and refine character animations to ensure responsiveness, fluid transitions, and strong gameplay feel in real-time environments.
- Collaborate closely with designers, animators, and engineers to align animation systems with gameplay mechanics and design intent.
- Troubleshoot and resolve complex animation-related issues to maintain performance, stability, and visual quality.
- Translate creative and technical goals into clear, achievable animation system designs and scoped deliverables.
- Champion best practices across departments, ensuring alignment and knowledge sharing on technical animation standards.
- Collaborate with and provide feedback to animation co-dev/outsourcing partners.
Essential Skills, Attributes and Experience
- Extensive experience integrating character animation into gameplay within Unreal Engine.
- Expert knowledge of Unreal Animation systems including Blueprints, State Machines, Control Rig, and Sequencer.
- Strong understanding of gameplay mechanics, character movement, and player responsiveness.
- Proven ability to collaborate with design to enhance gameplay feel and support feature development.
- Experience in gameplay prototyping, iteration, and system design.
- Strong analytical and problem-solving skills for diagnosing and resolving runtime animation issues.
- Excellent communication and cross-disciplinary collaboration skills.
Highly Desirable
- Familiarity with C++ and Python for animation workflow tools or automation.
- Ability to animate using motion capture (MotionBuilder) or keyframe animation in Maya.
- Experience leading technical animation efforts on a large-scale or open-world project.
- Understanding of performance optimisation for complex animation systems in Unreal Engine.
- Interest in emerging animation technologies, workflows, and procedural systems.
Hangar 13 prides itself on the diversity of its team members, partners, and communities. For this reason, we remain committed to providing equal employment opportunity in all aspects of the employment relationship, from recruitment and hiring through compensation, benefits, discipline and termination.
As an equal opportunity employer, we are also committed to ensuring that qualified individuals with disabilities are provided reasonable accommodation(s) to participate in the job application and/or interview process, to perform their essential job functions, and to receive other benefits and privileges of employment. Please contact us if you need to request reasonable accommodation.
SECURITY NOTICE - We have recently been made aware of increasing occurrences of bad actors posing as company HR personnel to gain information from "potential candidates", in the form of job interviews and offers. These scams can be quite sophisticated and appear legitimate.
Please know that Hangar 13 and 2K never use instant messaging apps to contact prospective employees or to conduct interviews.
If you believe you have been a victim of such a scam, you may fill out a complaint form at https://complaint.ic3.gov/ and https://reportfraud.ftc.gov/ detailing as much as possible. We are taking these matters very seriously and apologize for any inconvenience.
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Навыки
- C++
- Python
- Unreal Engine
- State Machines
- Animation Blueprints
- Motion Matching
- Control Rig
- Maya
- MotionBuilder
- Sequencer
Возможные вопросы на собеседовании
Проверка глубоких технических знаний актуального инструментария Unreal Engine.
Расскажите о вашем опыте внедрения Motion Matching в крупномасштабных проектах: с какими основными трудностями оптимизации вы сталкивались?
Оценка лидерских качеств и умения развивать команду.
Как вы подходите к менторству младших технических аниматоров и как распределяете задачи между внутренними сотрудниками и аутсорс-партнерами?
Проверка понимания связи между технической реализацией и игровым процессом.
Опишите случай, когда техническое ограничение мешало геймдизайну. Как вы нашли компромисс между качеством анимации и отзывчивостью управления?
Оценка навыков автоматизации и оптимизации пайплайна.
Какие инструменты на Python или C++ вы разрабатывали для ускорения работы аниматоров или автоматизации рутинных задач?
Проверка навыков отладки в реальном времени.
Каков ваш алгоритм поиска причин падения производительности (frame drop) в сложных анимационных деревьях (Animation Blueprints)?
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