TL;DR
We’re looking for a Technical Animator with strong Unreal Engine experience to own and evolve the character and weapon animation systems for Brass Rain, our upcoming multiplayer WWII shooter.
You’ll build performant, network-ready animation pipelines, ensuring responsive, high-quality first- and third-person gameplay in a demanding shooter environment.
About Yarnhub
Founded in 2021, Yarnhub is an animation company specializing in cinematic 3D military history films. Our videos, built in Unreal Engine 5, reach 35 million monthly views and have built a strong community on YouTube (mainly in the US, Japan, and Europe).
The community has long asked us to make a game. Yarnhub is now developing its first major title, Brass Rain, a WWII multiplayer FPS and combined arms game.
We are building a small, passionate team with the chance to shape the game’s identity and deliver a world-class experience.
About the Role
You’ll take ownership of the animation systems that power Brass Rain, working closely with art and engineering to deliver a responsive, high-fidelity shooter experience.
- Own and build character, weapon, and gameplay animation systems in Unreal Engine, with a strong focus on first- and third-person shooter mechanics
- Ensure animation pipelines are performant, network-ready, and robust under real multiplayer gameplay conditions
- Collaborate cross-discipline to define animation tech standards, improve retargeting and workflows, and push procedural and physics-driven animation where it adds value
Responsibilities
- Implement character, weapon, and gameplay animations into the Unreal Engine;
- Build, maintain, and optimize animation systems: Animation Blueprints / State Machines, Blend trees, Layered animation systems (upper-body / lower-body separation);
- Support shooter-specific mechanics, such as: First-person and third-person animation alignment, Weapon handling, Locomotion;
- Debug and profile animation performance, ensuring stable frame rates, memory efficiency, clean animation graphs under high gameplay stress;
- Collaborate closely with the team to ensure their assets are technically sound, correctly rigged, named, and structured, and easy to iterate on;
- Improve retargeting pipelines for multiple rigs or character types.
- Help define animation tech standards and best practices across the project.
- Support networked animation replication (especially for multiplayer shooters).
- Experiment with procedural or physics-driven animation (ragdoll blending, hit reactions).
Qualifications
- Strong experience with Unreal Engine and Animation Blueprints
- Confident use of Control Rig
- Solid understanding of skeletal animation, IK and FK systems
- Experience with procedural animation techniques
- Experience with physics-based animation systems
- Familiarity with networked / multiplayer animation systems.
- Ability to collaborate effectively across art and engineering teams
- Strong understanding of animation principles
- Blender, MotionBuilder
- Understanding of shooter gameplay needs: first-person vs third-person animation, high-frequency state changes, precision alignment (camera weapon hands)
Additional qualifications (Nice to have):
- Knowledge of ragdoll → animation blending and physical animation.
- Familiarity with performance constraints on PC (CPU-heavy animation graphs).
- Comfort working in live or iterative production environments.
- Experience with motion matching, motion warping, and contextual animations
- Experience with motion capture cleanup and retargeting
- Python or Blueprint scripting for pipeline tools
- Background in realistic human animation for games or film
Location:
- Ideally based in Belgrade, Serbia, or Helsinki, Finland
- Hybrid or remote can be considered