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Sperasoft is hiring a Animation tools Developer

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Job Description

We are seeking a skilled developer to join our team in the research and development of next-generation animation expressions. The role involves implementing animation libraries and related tools, enhancing runtime rig tools using NodeGraphQT and MaterialX, and extending the animation capabilities of our engine.

Requirements

  • Proficiency in C++ with experience in implementing animation-related processes, such as state machines, auxiliary bones, sway bones, IK, skinning, blend shapes, and data compression.
  • Expertise in C# is essential.
  • Basic knowledge of DCC tools.
  • Familiarity with GUI libraries like ImGUI and QT.
  • Knowledge of visual scripting solutions and their integration with game engines.
  • Some tasks will involve runtime implementation, including state machines, auxiliary bones, sway bones, IK, etc., using C++.

Nice to have requirements

  • Experience with Python.
  • Experience in animation-related research and development.
  • Hands-on experience in programming animation tools.
  • Implementation of animation-related tools and library functions.
  • Experience in GUI implementation, particularly with C# and Python.
  • Knowledge of Haxe is optional.
  • Some understanding of the Japanese language might be useful! :)

Benefits

  • Learning & development opportunities 
  • Exceptional private medical insurance plan 
  • Casual workplace environment; new renovation and relaxation area 
  • Friendly team and a family-like environment

Role Information: EN

Studio: Sperasoft

Location: Europe, Serbia, Belgrade

Area of Work: Art Services

Service: Create

Employment Type: Full-time, Permanent

Working Pattern: On site, Hybrid

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Salary Information

Salary: $30,000 - $50,000

🤖 This salary estimate is calculated by AI based on the job title, location, company, and market data. Use this as a guide for salary expectations or negotiations. The actual salary may vary based on your experience, qualifications, and company policies.

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