Direct and support animation efforts for an upcoming Fighting Game, focusing on high-quality 3D combat animations and managing external outsourcing pipelines.
Compensation
$90,000 - $120,000
Responsibilities
Own the execution of the combat animations so they meet Fighting Game standards for timing, weight, responsiveness, and frame-count constraints.
Drive quality standards and give clear, actionable feedback to our external animation partners.
Partner with the Lead Combat Designer to deliver combat animation that feels satisfying, impactful, and responsive.
Collaborate with Design and Engineering to ensure animations integrate seamlessly with gameplay mechanics.
Iterate and refine gameplay animations, incorporating playtesting and stakeholder feedback.
Build and own core parts of the teleoperation system that lets a person step inside a humanoid robot and work through it in real time, from the operator’s headset to the robot and from simulation through deployment at customer sites.
Compensation
We offer competitive compensation, a performance-based bonus, 100% employer covered medical benefits for most healthcare plans, early-stage equity, competitive PTO, and company-wide paid winter break between December 24th and January 2nd.
Responsibilities
Design and build the headset application and robot‑side services, written primarily in Rust
Build the native OpenXR application operators use to drive humanoids, robot arms, and dexterous hands, including its HUD, onboarding, and in‑headset guidance
Stream stereo video and robot state to the operator, and operator commands to the robot, with low latency over Wi‑Fi and wide‑area networks, and keep the robot safe when the connection degrades
Map operator motion onto the robot, including whole‑body and arm retargeting, dexterous hand retargeting, and pre‑programmed grasps
Work with locomotion, controls, autonomy, and machine learning engineers so teleoperation produces high‑quality training data and can take over when autonomy needs help
We are looking for a Senior Graphics Engineer to work on real-time rendering features and optimizations for an ambitious, unannounced, cross-platform Strategy/MMO title.
Locations (5)
United Kingdom
Ireland
Portugal
Spain
Barcelona, Barcelona, Spain
Responsibilities
Develop and optimize real-time rendering features on mobile platforms using Vulkan (Android) and Metal (iOS).
A 6-month contract role for a Senior Mission Designer responsible for the design, implementation, and polish of open-world or linear missions.
Compensation
$70—$80 USD
Responsibilities
Responsible for the design, implementation, iteration, and polish of one or more open world or linear missions.
Works under the direction of a Mission Director and Game Director to adapt initial Creative Briefs into full missions.
Collaborates with a multi-disciplinary pod to create an initial creative pitch, build the full mission layout, and integrate combat, gameplay, and narrative.
Learns and uses internal proprietary tools for 3D layout work and technical scripting.
Drives quality and iteration on assigned work by gathering and responding to feedback proactively.
Senior 3D Artist responsible for creating realistic 3D art for AAA gaming experiences.
Locations (2)
Lunenburg, Nova Scotia, Canada
Nova Scotia, Canada
Responsibilities
Work closely with the Art Manager to visualize and develop asset production pipelines.
Drive the team in a cohesive direction ensuring all assets are built with the highest quality of standards.
Assemble architectural crowd stands and tournament tent structures in Autodesk Maya using a pre-built library of referenced modular components and grid-snapped units.
Adhere strictly to standardized material pipelines, including multi-layer blend shaders, alpha trim sheets, tiling surface textures.
Set up technical hierarchy requirements: organize instanced prop locators, character/crowd spawn locators, and collision meshes according to strict naming conventions.
RMIT Vietnam is seeking casual academic staff to perform teaching-related duties across various disciplines in Business, Design, Science, Engineering and Technology.
As a game client engineer coop, you'll be working on a cross-discipline team fixing bugs and building features for WBG Boston's mobile games, primarily using Unity and C#.
Compensation
Pay Rate: $31 per hour USD for undergrad interns.
Responsibilities
Develop and refine gameplay systems to support our mobile game client (Android/iOS)
Bug fixing, optimization, UI improvements, and building new systems
Participate in code reviews
Receive mentorship from experienced engineers
Work closely with other team members and take technical and professional feedback
Requirements
Actively enrolled in an accredited college or university degree program in Computer Science, Finance, Economics, Data Science, Business, or related field
Work with clustered/meshlet-based geometry systems, implementing GPU-driven visibility, culling, and LOD.
Integrate and refine modern rendering techniques such as clustered/tiled lighting, temporal anti-aliasing (TAA), and super-resolution (TSR).
Assist in the development of real-time global illumination features in collaboration with senior technical staff, ensuring scalability across different device tiers.
Write and optimize shaders (HLSL/GLSL/MSL) for power-efficient mobile performance.