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HITS

Technical Animator

Hole in the Sleeve
Location
London, England
Experience
Mid
Posted
Sep 23, 2026
Type
Contract · Remote

About the role

General Information

  • Company Type: 100% Remote Studio
  • Core Hours: GMT (Applicants in US/Australia should consider time-zone differences)
  • Policy: Jobs are not offered to "AI-Artists"

Technical Animator (3 Month Contract)

  • Project: STORROR Parkour Pro (Unreal Engine 5)
  • Pipeline Details:
    • XSens link + gloves motion capture facility
    • Data recorded both onboard and on-premises
    • Data HD-processed at 240fps, sampled and exported at 30fps FBX
    • Proprietary tool used for on-the-fly conversion to in-game ready assets (offline process in editor)
  • Responsibilities:
    • Bridge the gap between XSens static root to full root motion (requires constant tweaking and perfectioning)
    • Synchronise different batched/types of animation data (e.g., ensuring all animations starting from idle share the same feet starting position)
    • Work on Unreal Engine Inverse Kinematic (IK) graphs to apply refinements (hands placement, foot placements, etc.)
    • Add support for facial animation and in-game cinematics
  • Duration: 3 months, with possibility to switch to a permanent position

Technical Designer (Contract)

  • Project: Storror Parkour Pro (SPP)
  • Reporting to: Lead Gameplay Programmer
  • Role Summary: Act as the Architect of the digital world, bridging the gap between athlete performance and logical architecture.
  • Responsibilities:
    • Blueprint the Vision: Convert high-level concepts into detailed Design Packs including "line logic" (jump distances, height clearances, landing zones).
    • Create Production-Ready Blockouts: Build high-fidelity grey-box environments in Unreal Engine to serve as structural guides for World Artists.
    • Bridge the Art-Design Gap: Develop and maintain Visual Reference Packages; curate and annotate real-world parkour spots for the Art team.
    • Iterate Based on Truth: Analyse player telemetry and heat maps to design "surgical fixes" to geometry to maintain movement flow.
    • Line Validation: Test and certify every "Storror Line" to ensure technical variables (friction, gravity, collision) align with physical geometry.
  • Requirements:
    • Proficiency in Unreal Engine
    • Logical thinker capable of understanding systems (loops, triggers, data sets)
    • Ability to translate nuance of parkour moves into game design
    • Understanding of how systems like Character Creator impact multiplayer networking and scoring impacts retention

Game Tester (Contract)

  • Project: Storror Parkour Pro (SPP)
  • Location: London / Remote
  • Reporting to: Production
  • Responsibilities:
    • Execute the Master Script: Own the Progress Tracker, provide smoke tests for daily builds, and conduct comprehensive release testing.
    • Audit Movement Fidelity: Work with the Technical Animator to flag "jank" in mocap integration, IK offsets, clipping gear, and animation "snapping."
    • Break the World: Hunt for invisible snags, "soft locks," and unintended shortcuts in the London-inspired environment.
    • Triage & Report: Use a Red/Amber/Green status system to provide actionable feedback to Programmers and Artists.
  • Requirements:
    • Sharp eye for detail and movement (understanding weight, momentum, and "floaty" vs. "heavy" mechanics)
    • Technical discipline: comfortable following complex testing scripts and managing spreadsheets
    • Communication skills: ability to explain technical issues clearly to Artists and Programmers
HITS

Hole in the Sleeve

Games & Interactive
Open roles
2
Founded
2021
Employees
11-50
Location
Remote