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)
Senior VFX Artist [Tom Clancy's The Division 3]
Ubisoft, Malmö (SE)
VFX Artist
40h/week
Lead VFX Artist
CD Projekt, Warsaw (PL)
Mid-Level 3D Artist (Environment Generalist)
Fallen Tree Games, Nottingham (GB)
Lead Animator
Gameloft, Barcelona (ES)
Lead Vehicle Artist
Stellar Entertainment, Guildford (GB)
Senior 3D Character Artist
Snowprint Studios Germany GmbH, Stockholm (SE)
Character Artist
40h/week
Technical Animator / Senior Technical Animator — Quadrupeds, Unreal Engine
Xsolla, Berlin (RS)
