Why we need you:
Beyond Good & Evil 2 is an open-world action-adventure game set in a captivating space opera universe. It is also the direct prequel to the 2003 classic! Thanks to the technological advances brought about by our proprietary Voyager engine, Beyond Good & Evil 2 aims to offer an organic, seamless experience of exploration and space piracy on a solar system scale, featuring exotic locations, colorful characters, and countless mysteries to discover, either solo or with friends. If you're looking for a unique adventure, join our team and help us create System 3!
We are expanding our 6-person Gameplay Animation team to take on major challenges in Beyond Good & Evil 2.
Join an experienced team where everyone is an owner of their features, in a stimulating AAA environment.
Become a key player in creating animations that will thrill players.
Responsibilities:
What you will do:
Create and integrate gameplay animations.
- Produce and integrate gameplay animations (combat, locomotion, traversal) with a high level of responsiveness and readability, and work independently on a subsystem (e.g., combat or traversal) from the outset.
- Adapt animations to gameplay constraints: responsiveness, readability, timing.
- Work from keyframes and/or motion capture, adjusting, reworking, and energizing the data to match the artistic direction.
- Export and test animations using internal tools.
- Energize the animation, give it movement, and place it in context (beyond simple mocap cleaning).
Development of gameplay-oriented animation systems
- Participate in the prototyping and polishing of animation systems until the final version.
- Ensure compatibility with game mechanics (combat, interactions).
- Contribute to the development of Main Character & NPC animations (combat, behaviors).
Inter-team collaboration
- Work closely with:
- the Animation Art Director,
- the Lead Animator and the team of animators,
- the Game Designers (intentions, readability),
- the Gameplay Programmers (integration, debugging, technical constraints),
- the Technical Animators (pipelines, state machines, animtrees).
β’ Identify needs, report problems, and propose appropriate solutions.
Quality, optimization & iteration
- Test the game to identify additional animation needs.
- Iterate on integrated content to ensure consistency, artistic fidelity, and performance.
- Maintain a high level of quality while respecting the technical constraints of the internal AAA engine.
Your work environment :
- Based at Ubisoft Montpellier, under the supervision of the Lead Animator (minimum 3 days on site)
- Experienced and specialized team.
- Tools: MotionBuilder (main), internal AAA engine, Jira, Perforce (P4V).
- Animation style: Semi-realistic, stylized, gameplay-oriented.