Production needs // team

The prototype needs an animation pass.

We need an Unreal Animation Blueprint specialist to connect the existing combat and movement systems to character animation.

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.
  • Set up montage slots, transitions and animation notifies for close-quarters combat (CQC).
  • Establish a shared or compatible animation path for player, friendly, and enemy characters.
  • Identify missing animation clips and document what needs replacing or polishing.

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

Applications are closed while we prepare the form and public contact details.

Future art needs

Other art disciplines

These are future areas of work. Openings will be announced after the scope and pay are confirmed.

Interest area

World art and physical base readability

Environment & Prop Artist

We are interested in artists who can build tactical spaces, upgrade stations, defenses and lived-in bases whose purpose is clear during play.

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 are interested in artists who can create tactical characters, distinct enemy silhouettes, outfits and recognizable factions.

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 are interested in artists who can carry the Ministry dossier style into game interfaces, key art and store images.

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.

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