Rigging
Rigging builds the skeletons, controls and deformation that let animators move a character at all.
A rig is the machine between a model and its animation. Riggers build joint hierarchies, skin the mesh, set up controls an animator can actually use, and solve deformation where shoulders, hips and faces bend badly by default.
The work is as technical as it is artistic. Scripting generates and maintains rigs across a cast, constraints and corrective shapes handle the hard joints, and every rig has to survive export into the engine with its bone count and performance budget intact.
Maya, Blender and 3ds Max are the usual tools, and character rigging, creature rigging and facial setup are often separate specialisms. The discipline sits between character art and animation, and in smaller teams a technical artist covers all three.
Open positions for Rigging (24)
Animator/Rigger — Project Conformist (m/f/d)
Sumo Digital, Berlin (DE)
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
Junior Technical Artist - Rainbow Six Siege
Ubisoft, Barcelona (ES)
Technical Artist
40h/week
Senior 3D Generalist Artist - 6 month contract
Panic Stations, (GB)
3D Artist
40h/week
Senior Game Artist
Lucky Kat, Gemeente Den Haag (NL)
Technical Animator / Senior Technical Animator — Quadrupeds, Unreal Engine
Xsolla, Berlin (RS)
Senior Animator (m/f/d)
welevel GmbH, München (DE)
Tech Artist (m/w/d) - Unity - Vollzeit
Wild River Games, Ismaning (DE)
Technical Artist
40h/week
