Autonomy, autodidact, positive attitude, good troubleshooting abilities and open mindedness towards constructiv criticism. Familiarity with animation systems including blending, warping, layering, synched choreography, and state machines. Needs to be familiar with animation pipelines from mesh to implementation of final assets. Able to collaborate and work well with teams from various disciplines. Ability to own a feature from pitch and documentation to prototype and final implementation. A positive attitude and an ability to receive and provide objective feedback on areas of game feel and presentation. Experience in Unreal 4 Animation Systems Programming Capability in Python, MEL, or C++ Experience in Maya and Motion Builder Animation Systems Experience with mocap systems and software such as Vicon Blade Strong balance of creative/visual aesthetics and technical skills. Create & maintain animation blueprints / state machines / character data Tune blending for gameplay animations. Break-down, and document, design features into easy to animate content. Work with Designers and Animators to maintain/monitor best practices and optimal workflows. Support animation content implementation with other departments including Missions, Systems, and Gameplay teams. Research & prototype new animation systems for use by Animation and Design teams. Communicate and work closely with Gameplay and Engine Programmers to develop new features needed to deliver highly polished, sophisticated presentations. Document system functionality and breakdowns for use by future employees or other teams. Identify potential pipeline improvements and act to improve them.