Motion Capture
Motion capture turns recorded human performance into game animation, from shoot preparation to clean-up in engine.
The skill spans the whole chain: planning a shoot against a shot list, calibrating suits and cameras, directing performers, then solving the data onto a skeleton, cleaning it, retargeting it to game characters and cutting usable cycles and transitions out of raw takes. Facial and prop capture add their own setups.
Postings expect a capture pipeline tool alongside Maya or MotionBuilder, retargeting experience, and an understanding of why a captured take still needs animation judgement to read in a game: timing that works on a stage is often too slow on a gamepad.
It appears in animator, technical animator and rigging roles. Keyframe animation remains the complement rather than the opposite — most productions capture the base performance and hand-animate what the camera is closest to.
Where these positions are: Annecy (2 positions), Montpellier (2 positions), Warsaw (2 positions), Berlin (1 position), Bucharest (1 position), Dublin (1 position), Kraków (1 position), Kyiv (1 position), London (1 position), Malmo (1 position), Munich (1 position), Prague (1 position)
Open positions for Motion Capture (20)
Tech Artist Character Animation w/m/d
Technical 3D Animator @ EA Sports FC
3D Animator
Senior Gameplay Animator
Senior Cinematic Animator
Hledáme posilu pro zpracování motion capture dat
Lead Gameplay Designer
Senior Technical Animator
Technical Animator
Senior Cinematic Animator (contract)
Senior Gameplay Animator [Tom Clancy's The Division 3]
