Senior Gameplay Animator

 Posted 2 hours ago
  
 Sweden
  
5-10 years experience
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AI Summary

The Senior Gameplay Animator will own the creation of high-quality, hand-keyed gameplay animations in Blender and implement them within Unity. They will collaborate closely with designers and engineers to ensure movement feels responsive and readable across all player interactions.

About us

We are Scape, a Swedish game studio of about 30 people. Our first game is Scape: a multiplayer climbing game where 100 players share one server, one tower, and one long way down. It launches on Steam Early Access later this year, with a closed beta this summer. Our senior team has shipped and run live games at studios including Arrowhead (Helldivers 2), Avalanche Studios, and Ubisoft.

Movement is the heart of our game, and we're looking for the person who will make it feel incredible.

The role

We're looking for a Senior Gameplay Animator to own gameplay animation for Scape.

This is a highly autonomous role. You will be the primary animator on the project and responsible for creating the gameplay animations that define how the game feels to play. Your work will be the thing players see most — on their own character up close, and on a hundred others sharing the tower.

All animations are hand-keyed. We are not looking for a cinematic animator or a motion capture specialist. We're looking for someone who understands gameplay feel, responsiveness, readability, timing, and player feedback, and who enjoys working closely with designers and engineers to make gameplay shine.

Two things about our pipeline to know before you apply. Blender is our animation package: all animation is authored in Blender, in our rig, and use of Blender is essential for the role — you don't need years of it behind you, but you must be willing and able to work in it daily. Unity is our engine: you'll implement and iterate on your own animations in Unity — controllers, blend trees, state machines, root motion and in-place workflows.

This role suits someone who loves owning the craft without needing to own the whole stack — the underlying animation systems belong to tech art, and you'll work hand-in-hand with them rather than around them.

This is a long-term B2B contract position with an immediate start. The role is 100% remote, but the team works aligned with CET working hours, so availability during CET business hours is required.

What you will own

  • High-quality keyframed gameplay animation, created in Blender, in our rig.

  • Player movement, traversal, interactions, abilities, combat actions, and gameplay systems.

  • Animation controllers, blend trees, and state machines in Unity — built, maintained, and iterated by you.

  • Gameplay feel and responsiveness, in close collaboration with game designers.

  • In-game integration and iteration, working directly with engineers.

  • Animation as player communication: making sure every action reads clearly and supports player feedback.

  • Real-time performance: optimized animation assets and systems.

  • A wide variety of gameplay needs, from characters to interactive world elements.

  • Animation standards and workflows for the project.

You

  • Can start immediately, or on short notice.

  • Are willing and able to animate in Blender as your daily tool.

  • Have experience implementing and iterating on animations in Unity — controllers, blend trees, state machines.

  • Have 5+ years of professional game animation experience and at least two shipped titles.

  • Have a strong portfolio showcasing gameplay animation work.

  • Have an excellent understanding of animation principles: timing, weight, readability, responsiveness.

  • Have proven experience creating keyframed gameplay animations.

  • Have some coding or scripting knowledge, ideally C# (preferred, not required).

  • Have collaborated closely with gameplay programmers and designers.

  • Are comfortable owning animation as a discipline within a small development team, working independently across a significant scope.

  • Communicate clearly in English.

Helpful, not required

  • Motion design experience — After Effects, Spine, or similar.

  • Familiarity with IK-driven animation setups.

  • Experience with humanoid rigging.

  • Experience with realistic or semi-realistic animation styles.

  • Experience supporting both PC and mobile platforms.

  • Technical animation or tech art experience.

What we offer

Ownership of a core discipline on a game where your work is the game: every climb, reach, and fall players experience is yours. A senior, collaborative team, fast decision-making and minimal bureaucracy, and the chance to shape a game from production through release. The role is 100% remote on CET hours, as a long-term B2B contract.

How to apply

Apply through the link; a few short questions are part of the application form. If we shortlist you, the next step is an interview with the animation and technical art leads. Strong candidates are then invited to a paid production test: a one-week animation assignment based on a real use case from the game, completed in Blender in our rig and paid regardless of outcome. If the test is successful and both parties feel there is a strong fit, we move forward with a long-term B2B contract. We reply to everyone at every step.

This application will be evaluated with the help of an AI tool that checks your CV and application against the criteria for this role. A human recruiter always makes the final decision. The AI does not reject or accept anyone on its own. If your application isn't taken forward, you can ask us for an explanation of how the AI was used in that decision. See our Candidate Privacy Policy below for full details, or contact us at privacy@br.ink with any questions.

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