Maya
Maya is the standard package for character modelling, rigging and animation in many studio pipelines.
Where a studio has a long-running character pipeline, it usually runs on Maya: modelling and UVs, skinning and rigging, keyframe animation and motion capture cleanup. Its scripting interface is a large part of the reason, because custom rigs and exporters are built around it.
Knowing the package is rarely enough on its own. Adverts pair it with the engine the assets end up in and with the neighbouring tools — ZBrush for sculpting, Substance for materials, Blender or 3ds Max where a pipeline is mixed.
What a team actually tests for is the handover: a file with clean naming, correct scale and pivots, a rig an animator can use and a mesh that deforms. The software is the easy part to learn; the pipeline conventions around it are what take time.
Open positions for Maya (55)
Lead 2D Artist
Scopely, ES - Barcelona (ES)
2D Artist
40h/week
Animation Intern
Zynga, Barcelona (ES)
2D Animator
40h/week
Senior Concept Artist – Vehicles / Props (World of Tanks) (m/f/i)
Wargaming, Warsaw (HR)
Concept Artist
40h/week
Senior Concept Artist – Vehicles / Props (World of Tanks)
Wargaming, Vilnius (HR)
Concept Artist
40h/week
3D Character Artist (World of Tanks:HEAT)
Wargaming, Nicosia (HR)
Character Artist
40h/week
Lead 3D Artist - Monopoly GO!
Scopely, Barcelona (ES)
3D Artist
40h/week
3D Artist - Monopoly GO!
Scopely, Barcelona (ES)
3D Artist
40h/week
Senior Technical Animator [Rainbow Six]
Ubisoft, Newcastle upon Tyne (GB)
Senior Rigger [Rainbow Six]
Ubisoft, Newcastle upon Tyne (GB)
Technical Animation Director (F/H/NB) [AAA Project]
Ubisoft, Annecy (FR)
Technical Artist
40h/week
Technical Animation Director (F/M/NB) [AAA Project]
Ubisoft, Annecy (FR)
Technical Artist
40h/week
Lead Character Artist [Tom Clancy's The Division 2]
Ubisoft, Malmö (SE)
Character Artist
40h/week
