Senior Animation Engineer
Pubblicato il 14-10-2026 - Jobgether in Italia
pbThis position is listed on behalf of a partner company, who manages all applications and next steps. Our partner is looking for a Senior Animation Engineer based in Italy. /b /p pThis is a senior technical role focused on the systems, tools, and technology behind high-quality character animation in a major Unity3D game project.br/You will work at the intersection of Animation, Technical Art, and Engineering, translating creative requirements into scalable technical solutions.br/The role combines animation runtime development with advanced areas such as ECS/DOTS, GPU skinning, shaders, deformation, and performance optimization.br/You will collaborate closely with Animators, Technical Artists, Gameplay Engineers, and Rendering Engineers in a highly collaborative environment.br/You will have significant ownership over technical RD, taking ideas from early prototypes through to robust, production-ready features.br/The position offers the opportunity to influence animation workflows, tooling, architecture, and technical standards across the wider team.br/This is an ideal opportunity for an experienced engineer who enjoys solving complex technical challenges while staying closely connected to the creative side of game development. /p h3Accountabilities /h3 ul lipDevelop, maintain, and optimize animation runtime systems in Unity, including state machines, blend trees, layers, masks, root motion, animation events, and compression. /p /li lipDesign and integrate data-oriented animation solutions using ECS/DOTS, Entities, Jobs, Burst, and baking workflows. /p /li lipResearch and implement advanced animation technologies, including GPU skinning, deformation, compute shaders, vertex shaders, and vertex animation techniques. /p /li lipBuild Unity Editor tools, validators, asset processors, custom workflows, and production utilities that improve the efficiency of animation teams. /p /li lipSupport character rigging, skeleton, skinning, and FBX workflows between DCC tools such as Maya or Blender and Unity. /p /li lipProfile and optimize animation systems across mobile hardware, with particular attention to performance constraints on Adreno and Mali GPUs.
/p /li lipCollaborate closely with Animators, Technical Artists, Gameplay Engineers, Rendering Engineers, and other technical disciplines. /p /li lipLead technical investigations and take promising RD concepts from initial prototypes through to production-ready and maintainable features. /p /li lipEstablish clear documentation, reusable workflows, technical standards, and systems that enable other team members to build confidently. /p /li lipBalance animation quality, runtime performance, system complexity, and usability when making architectural and technical decisions. /p /li lipReview and improve existing animation systems while remaining comfortable evaluating both creative animation workflows and engineering implementations. /p /li /ul h3Requirements: /h3 ul lipStrong professional experience with C# and Unity engineering. /p /li lipHands-on experience with ECS/DOTS, including Entities, Burst, Jobs, and baking, or deep equivalent experience with data-oriented engine architecture. /p /li lipStrong understanding of animation runtimes, including state machines, blend trees, layers, masks, root motion, animation events, and compression. /p /li lipPractical experience with GPU skinning and deformation using structured or constant buffers, compute shaders, vertex shaders, or comparable techniques. /p /li lipShader development experience using HLSL and a node-based tool such as Shader Graph, Amplify, or similar. /p /li lipSolid understanding of character rigs, skeletons, skinning, and FBX pipelines using Maya, Blender, or comparable tools. /p /li lipExperience creating Unity Editor tooling, including asset postprocessors, validators, custom inspectors, editor windows, and production automation tools.
/p /li lipExperience profiling and optimizing graphics and animation workloads on mobile platforms, particularly Adreno and Mali hardware. /p /li lipFamiliarity with graphics APIs such as GLES and Vulkan and their platform-specific considerations. /p /li lipStrong problem-solving and analytical skills, with the ability to independently investigate complex technical challenges. /p /li lipExcellent communication skills and the ability to work effectively with both artists and engineers. /p /li lipFluent English. /p /li /ul h3Nice to have: /h3 ul lipExperience with DOTS animation frameworks such as Rukhanka, Latios Kinemation, or similar technologies. /p /li lipExperience developing or extending a custom animation runtime. /p /li lipKnowledge of networked animation systems involving prediction and rollback. /p /li lipExperience with Netcode for Entities or comparable multiplayer technologies. /p /li lipExperience with procedural animation, including IK, secondary motion, or physics-driven animation layers. /p /li lipExperience developing facial animation systems using blendshapes, bones, textures, or hybrid techniques. /p /li lipExperience with crowd animation systems, including animation LOD, VAT, or update throttling. /p /li lipPrevious experience developing animation systems for mobile or other performance-constrained platforms. /p /li lipExperience working on stylized game projects, particularly for mobile platforms. /p /li /ul h3Benefits: /h3 ul lipMeaningful technical ownership over animation technology on a major Unity3D game project. /p /li lipDirect collaboration with experienced Animators, Technical Artists, Engineers, and discipline leads. /p /li lipThe opportunity to work on challenging technical RD and transform innovative concepts into production-ready systems. /p /li lipA highly collaborative international team and cross-disciplinary working environment. /p /li lipFully remote work. /p /li lipFlexible contract options depending on location. /p /li lipCompetitive compensation based on experience and contract structure. /p /li lipAnnual team retreats. /p /li lipPotential for long-term collaboration as the project and team continue to grow. /p /li /ul #J-18808-Ljbffr
