We're a small founder-led studio building a semi-realistic souls-like RPG in Unreal Engine 5. Traversal is in, our combat ruleset is locked, and the team is growing. The player character is the thing you look at for every second of the game, so we want one animator who owns it end to end.
Teaser here: https://www.youtube.com/watch?v=QBv3V2MImD8
This is a souls-like role, so we're looking for someone who lives and breathes the genre. You know why a Dark Souls roll feels different from a Devil May Cry dodge. You can feel the difference between a windup that telegraphs commitment and one that just looks flashy. Weight, timing, anticipation and recovery are what make this genre work, and that's what the player animation has to deliver.
You'd own player animation: locomotion, dodges, attack strings, parries, hit reactions. UE5 experience ideal.
What we need to see in your reel:
- Grounded, weighty motion, not floaty or exaggerated
- Game animation, not just cinematic or showreel pieces
Being upfront about the terms: this is rev-share at this stage of the studio, around 10 hours a week, no salary. What you get in return is real creative ownership over how the player feels in hand, clear briefs with frame counts so you're never guessing, a small team where your work is in the build within days, and a fair share of what the project earns once it's out.
If that sounds like your kind of thing, drop us a message with your reel
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