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FPS Animator (Contract-to-Hire)

etc. interactive • United State
Remote
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AI Summary

We're seeking an FPS animator to create weapon and character animations for our Unreal Engine 5 shooter. The role involves animating reloads, firing, recoil, locomotion, and integrating animations into the engine. Candidates must have a strong demo reel from FPS projects and proven experience with weapon mechanics and Unreal Engine.

Key Highlights
Contract-to-hire with potential for long-term position
Fully remote (NYC office optional)
Requires FPS animation demo reel and Unreal Engine proficiency
Key Responsibilities
Create first- and third-person weapon animations including reloads, inspects, ADS, draws/holsters, recoil, and firing
Animate character locomotion and traversal that reads well through a first-person camera
Partner with design and engineering to tune timing, weight, and game feel directly in UE5
Integrate animations into the engine and iterate based on gameplay testing
Technical Skills Required
Unreal Engine Blender Animation
Benefits & Perks
Fully remote
Competitive rate
Nice to Have
Deep UE5 experience (Animation Blueprints, state machines, retargeting)
Familiarity with motion capture cleanup
Shipped or contributed to a released FPS/TPS title
Rigging or technical-animation know-how

Job Description


We're building an extraction-style, first-person shooter in Unreal Engine 5 and are looking for an FPS animator who lives and breathes weapon feel. You'll create first- and third-person animations for our shooter, working closely with our lead programmer. This is intended to be a contract-to-hire role, as a strong fit can grow into a long-term seat on the team. That said, we're flexible: if you'd rather stay freelance/contract, we're open to that too.


What you'll do

  • Create first- and third-person weapon animations: reloads, inspects, ADS, draws/holsters, recoil, and firing
  • Animate character locomotion and traversal that reads well through a first-person camera
  • Partner with design and engineering to tune timing, weight, and game feel directly in UE5
  • Integrate animations into the engine and iterate based on how they play, not just how they look in the viewport
  • Help shape and maintain a clean, scalable animation pipeline


What we're looking for

  • A demo reel or portfolio from an FPS project (or similar)
  • Proven experience with weapon and character animation for games
  • A strong sense of mechanics, timing, weight, and secondary motion
  • Comfort animating to a first-person camera
  • Proficiency in Unreal Engine and/or Blender
  • The ability to work independently and communicate clearly on a remote team


Nice to have

  • Deep UE5 experience (Animation Blueprints, state machines, retargeting)
  • Familiarity with motion capture cleanup
  • Shipped or contributed to a released FPS/TPS title
  • Rigging or technical-animation know-how


Details

  • Contract-to-hire, with the potential to become a long-term role. Open to freelance/contract-only arrangements too — we're flexible for the right fit
  • Fully remote (though you're welcome to work in our NYC office)
  • Competitive rate, depending on experience


How to apply

Email a reel/portfolio (link preferred) to [email protected], including "Game Animator" in the subject line. Feel free to include a short note on your FPS experience and the tools you work with!


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