**Responsibilities**
We have a fully working parkour/movement system built in UE5 (custom character + animation blueprint). Looking for an animator to polish, smooth, and expand the animation layer on top of existing mechanics.
Core responsibilities:
Refine and replace placeholder animations inside ABP_CommonCharacterWork directly within the existing Animation Blueprint states (movement, wall run, vaults, etc.), swapping or improving animations while maintaining current logic flow.Create / polish parkour movement animationsFocus on core traversal set: running, sliding, wall runs, climbs, vaults, and transitions to ensure they feel responsive.Improve animation blending & transitionsTune BlendSpaces, state transitions, and movement interpolation so locomotion feels seamless (no snapping or mechanical stiffness).
Work with existing Anim Notifies system Adjust or add notifies (e.g. footsteps, surface traces, SFX triggers like AN_TraceSFX**Qualifications**
Strong experience with Unreal Engine 5 animation systems (Animation Blueprints, State Machines, BlendSpaces)Proven work on real-time character animation for games (not just cinematic/film animation)Strong understanding of locomotion systems and gameplay animation responsiveness (parkour, traversal, or action movement is a plus)Experience with animation blending, transitions, and root motion vs in-place setupsComfortable working inside existing systems and iterating directly in-engine (not just delivering external FBX files)Bonus: Experience with parkour / traversal systems (Mirror’s Edge style movement)
**How to Apply**
DM