Production needs // team

The prototype needs an animation pass.

The immediate opening is for an Unreal Animation Blueprint specialist who can bring the tactical foundation into production shape.

Active opening

Primary opening // Animation Blueprint integration

Unreal Engine Animator / Technical Animator

Connect existing C++ tactical gameplay states to clear, maintainable Animation Blueprints for the player, enemies, and friendly AI.

Paid contract / milestone work; final scope, rate, schedule, and deliverables are agreed before work begins.

Core deliverables

  • Build locomotion blend spaces for exploration, combat movement, sprinting, crouching, and directional movement.
  • Wire rifle idle, aim, fire, movement, cover, peek, and blind-fire states.
  • Create practical CQC montage slots, transitions, and notify expectations.
  • Establish a shared or compatible animation path for player, friendly, and enemy characters.
  • Audit missing clips and leave concise handoff notes for future replacement and polish.

Required experience

  • Unreal Engine Animation Blueprints, state machines, blend spaces, montages, notifies, and aim offsets.
  • Third-person shooter locomotion and rifle animation integration.
  • Retargeting external or marketplace animation to Unreal mannequin-compatible skeletons.
  • Comfort working with gameplay variables exposed from C++ to Blueprints.

Useful additional experience

  • Cover-shooter or tactical-shooter animation experience.
  • CQC, melee, motion-matching, Lyra, ALS, or Game Animation Sample experience.
  • Experience polishing both player-controlled and AI characters.
Application form pending

The role brief is public, but applications stay closed until the verified Google Form and project contact details are configured.

Future production conversations

Artist interest registry

These are not advertised as active commissioned roles until scope and compensation are confirmed.

Interest area

World art and physical base readability

Environment & Prop Artist

We want to meet artists who can turn tactical spaces, upgrade stations, defenses, and lived-in bases into readable production art.

View potential scope
  • Develop environment and prop work that communicates gameplay function at a glance.
  • Collaborate on modular tactical spaces and visible upgrade states.
  • Prepare Unreal-ready assets with practical materials, collision, and LOD expectations.
Interest area

Characters, enemies, and faction identity

Character & Creature Artist

We want to meet artists interested in grounded tactical characters, readable enemy silhouettes, outfits, and faction identity.

View potential scope
  • Develop characters, outfits, or enemy concepts that support gameplay readability.
  • Prepare or collaborate on real-time character assets and variant-friendly production choices.
  • Work within an animation-conscious Unreal character pipeline.
Interest area

Game UI, key art, and store presentation

UI & Marketing Artist

We want to meet artists who can translate the tactical dossier identity into readable in-game UI and strong publisher- and store-facing assets.

View potential scope
  • Explore tactical game UI and information hierarchy.
  • Create key art, capsule art, or marketing compositions from approved game material.
  • Prepare reusable source files and exports for web, video, and store surfaces.