Combat Programmer/Engineer
Unreal Source #freelance-jobs
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**Responsibilities**
We’re building a combat system with a large number of poses. Any of these poses can serve as an ‘idle pose’ from which the character can perform a range of actions.
One feature we want is for blends between different pairs of poses to take different amounts of time. For example, blending from Pose A to Pose B might take 0.2 seconds, from B to C 0.3 seconds, and from A to C 0.25 seconds.
In other words, we want to be able to calculate and/or specify blend durations ‘per transition’/pose pair.
Because of the sheer number of poses in the system (more than 40), a state machine becomes difficult for a human to read and manage. This number would be multiplied by adding animation sets for further weapon types.
To make tweaks easy and to improve the scalability of the system, we ideally want to control the logical and timing aspects of the relationships between poses using data tables or another easily designer-accessible method.
We have a full animation set and working prototype of other game systems.
**Qualifications**
Experience with the engine and its animation systems is essential. Please supply a portfolio link or be willing to show evidence of relevant personal or professional projects.
We are very happy to provide additional details on the design to interested candidates.
**How to Apply**
Send a DM on discord to impossiblepinwheel