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  • Technical Artist – Rigging and Animation
Electronic Arts - EA

Technical Artist – Rigging and Animation

Electronic Arts - EA

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  • Date Posted

    Today

    New!
  • Remote Work Level

    Hybrid Remote

  • Location

    Hybrid Remote in Birmingham, United Kingdom, Southam, WAR, United Kingdom, Royal Leamington Spa, United Kingdom, Guildford, SRY, United Kingdom, Manchester, CHW, United Kingdomuk.png

  • Job Schedule

    Full-Time

  • Salary

    We're sorry, the employer did not include salary information for this job.

  • Categories

    Video Game,  Graphic Design,  Design,  Front End Developer,  UI/UX Design,  Software Engineer,  Python

  • Job Type

    Employee

  • Career Level

    Experienced

  • Travel Required

    No Specification

  • Education Level

    We're sorry, the employer did not include education information for this job.

About the Role

Technical Artist – Rigging and Animation – EA SPORTS F1

Location: Birmingham, West Midlands, United Kingdom; Southam, Warwickshire, United Kingdom; Leamington Spa, United Kingdom; Guildford, Surrey, United Kingdom; Manchester, Cheshire, United Kingdom
Work Arrangement: Hybrid — 3 days per week in the office
Employment Type: Regular Employee

Studio/Department

  • EA Studios - SPORTS

Job Summary:

Join us at Electronic Arts as Technical Artist specialising in rigging and character pipelines. Reporting to the Technical Art Director, you will bridge the gap between character artists, animators, and software engineers. You will guide the development and modernization of our character pipelines, facial rigging systems, and skeletal deformations to help us reach our mission to create the next generation of high-fidelity characters.

Responsibilities:

  • You will develop artist-facing rigging and animation tools using Python with Maya, 3ds Max, and Motion Builder.

  • You will improve facial animation pipelines, increasing anatomical and expressive deformation for EA SPORTS F1 characters.

  • You will extend central EA SPORTS procedural rigging systems to build complex, high-fidelity rigs, collaborating with central technology teams and game-team artists.

  • You will establish technical standards, resolve skeletal mesh issues, and improve character asset performance within project budgets.

Required Qualifications:

  • 3+ years of experience as a Technical Artist or Technical Animator in game development with at least one shipped AAA title.

  • Experience in Python and digital content creation applications such as 3ds Max or Maya.

  • Experience developing artist-facing interfaces using Qt, PySide, or similar frameworks.

  • Experience with character kinematics, anatomy, skeletal structures, and deformation.

This is a hybrid role, with 3 days per week working from the offices listed in this job posting.

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