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.
Open positions for Motion Capture (20)
Gameplay Animation Director - BGE2 - M/F/NB
Gameplay Animation Director - Beyond Good & Evil 2 - H/F/NB
Technical Animation Director (F/H/NB) [AAA Project]
Technical Animation Director (F/M/NB) [AAA Project]
Technical Animator / Senior Technical Animator — Quadrupeds, Unreal Engine
