Job position

Lead Rigger – Unannounced project (M/NB/W)

Animation, Permanent

Job Description

Ubisoft’s pioneering studio, Paris studio was responsible for the publisher’s first successes following its creation in 1992. Today, it is at the helm of such must-have licenses as Just Dance, Ghost Recon and Mario + The Rabbids. Ubisoft Paris has also built a solid reputation as a partner of choice in cross-studio collaborations such as Watch Dogs, Skull & Bones, Beyond Good & Evil 2 and Star Wars. Building on this experience, the studio continues to push the boundaries of creativity by working on some very promising yet unannounced projects. 

With 750 talents of 35 nationalities, Ubisoft Paris is today the largest studio in France and one of the most experienced in the industry. Young talents can benefit from the strong presence of senior profiles in the creative, technical or artistic fields. Everyone is driven by the same passion: to push the limits of what is possible and to offer new experiences to our players.

Ready to join the adventure? Join us at the Paris Studio!

As a Lead Rigger, you will be the key point of contact for Rigging topics. You will be in charge of a team of two riggers, ensuring that quality standards and schedules are respected. For our unannounced AAA project, you will be responsible for the production of high-quality automated systems linked to animation, in particular the facial rigging of the game’s characters, in close collaboration with the animators, character artists and prop artists. 

Your responsibilities will include:

  • Be the technical and artistic mentor of your team members, 
  • Create, prioritize, assign and monitor daily tasks and work progress for your team based on deliverables,
  • Help solve all other tasks directly or indirectly related to rigging,
  • Establish character rigging and facial skinning structures to meet the needs of animators and technical and artistic directors, 
  • Take charge of and monitor certain projects: 
    • Creation and maintenance of animation files created in the in-house game engine;
    • Reinforce the maintenance of the main skeleton; 
    • Creation and maintenance of exoskeletons and other addons; 
    • Creation and maintenance of assets dedicated to main and secondary characters. 
  • Install and maintain the various character facial rigs,
  • Ensure that the final result (rigging/skinning) meets the project’s artistic and technical standards.

Qualifications

  • Proven management experience in video games (at least one AA shipped project),
  • Solid knowledge of facial anatomy and facial rig production systems (FACS, skinning decomposition),
  • In-depth knowledge of 3ds Max and MotionBuilder. Knowledge of Maya and Blender is a plus, 
  • Solid experience on in-house or commercial game engines, 
  • Ability to organize, communicate and adapt to meet expected quality standards, 
  • Knowledge of code and code editors (Python, MAXscript, C++, VS Code…) is also preferred. 

/! Don’t forget to add your CV, portfolio, website or any other document needed to assess your profile.

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