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FitXR

Character Animator - 2 month contract

Posted an hour ago
5-10 years experience
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AI Summary

You will be responsible for taking a mascot character from design through to a fully rigged and animated state for VR and mobile applications. This involves creating production-quality models, expression sheets, and a range of animations for UI and in-game use.

FitXR is building a love of movement in everyone. Forget products for people who already enjoy exercise. This is for the 96% of people who don’t go to the gym and who haven’t already built habits around fitness. We’re out to prove that exercise can be genuinely fun and for everyone. While nothing compares to trying it yourself, this trailer gives you a taste.

Our core experience is in VR but we’re fast becoming cross-platform as we invest in mobile and move into new territories in spatial computing including wearable AI and AR glasses. We’re looking for a freelance 3D Character Animator to bring designs for a new mascot to life across our VR and mobile apps for a project lasting ~2 months and starting ASAP.

What you'll be doing

You'll take Atlas from her existing designs and bible through to a rigged, animated character ready to ship in our product.

  1. Final 3D character turnarounds — production quality model matching the approved concept.

  2. Expression & pose sheets — the full range of Atlas's emotional and physical vocabulary.

  3. A production-ready rig — one we can drive for future work.

  4. Animations — the initial set for mobile app and UI use (final list agreed at kickoff; think idle, celebrate, encourage, react, transition states).

What we’re looking for

  • A senior 3D character artist who is an expert in Blender and can own the full pipeline solo. Modelling, rigging and animation to a high bar. (Blender is a hard requirement here as that is the software the team uses here)

  • A portfolio that shows character work with real personality, not just technical polish. We want someone whose animations make people smile.

  • Experience rendering 3D characters for 2D output. Mobile, UI, apps, in-game HUDs, cinematics that end up as sprites.

  • Strong art direction sense. You can take a bible and interpret it, not just execute pixel-for-pixel.

  • Comfortable running a two-month project end-to-end with minimal hand-holding. You'll be working closely with our art and product teams, but you're driving the craft.

  • Fully remote, async-friendly, working hours that overlap the UK day for reviews.

What we’re not looking for

  • You're a 2D-only animator or purely a 3D modeller. We need someone who can cover the full character pipeline.

  • Your portfolio is strong on realistic humans or hard-surface work but light on stylised characters with personality.

  • You need a fully-defined brief before you can start. The bible is thorough, but you'll still be making creative decisions.

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