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