- Singapore
Working Location
Job Description
Responsibilities
Job Description:
1. Establish rigging specifications, skeleton naming conventions, and cross-departmental delivery pipelines for all characters, creatures, and vehicles across the project.
2.Design and implement cinematic-level facial motion capture driven rigging solutions (ARKit / MetaHuman / in-house solutions are all acceptable). Build a complete FACS-standard BlendShape system to meet the requirements of high-fidelity facial performances.
3. Lead the physical rigging of cloth, hair, and soft bodies, and their integration with UE5 Chaos/NvCloth. Establish performance budget standards for physical rigging (bone count, GPU overhead, etc.) and collaborate with Technical Artists for optimization.
4. Develop rigging toolchains and automation scripts using Python/MEL/C++. Design and maintain Control Rigs, IK/FK solvers, and next-generation rigging template libraries. Evaluate and introduce cutting-edge technologies such as ML Deformer and Neural Rig.
5. Lead the rigging QA process. Establish standards for deformation quality, stretch limits, and intersection detection to ensure all assets meet platform certification (TRC/TCR) requirements. Report to the Art Director / Technical Art Director and coordinate cross-team resource allocation.
Job Responsibilities:
1. 8+ years of character rigging experience in the gaming or film/television industry.
2.Proven experience participating in AAA console/PC game projects.
3. Proficient in Maya/Houdini, with strong expertise in UE5 Control Rig development and Blueprint rigging workflows.
4. Proven track record of successfully delivering complete facial motion capture rigging projects (ARKit, MetaHuman, or in-house solutions).
5. Familiar with physical cloth/hair simulation systems (Chaos Cloth, XGen, Ornatrix, etc.).
6. Solid scripting skills in Python/MEL; C++ experience is a plus.
7. Deep understanding of realistic/semi-realistic human anatomy and character deformation principles.
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