| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | AD | AE | AF | AG | AH | AI | AJ | AK | AL | AM | AN | AO | AP | AQ | AR | AS | AT | AU | AV | AW | AX | AY | AZ | BA | BB | BC | BD | BE | BF | BG | BH | BI | BJ | BK | BL | BM | BN | BO | BP | BQ | |
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1 | Timestamp | What is your job role? | How many years have you been in the game industry? | What is your employment status? | What part of the game industry do you work in? | Optional - In what continent are you located? | Optional - Please indicate your ethnicity | Optional - What is your gender? | Optional - Which category below includes your age? | Optional - What is your relationship status? | Optional - Are you a parent? | Optional - What is your role as childcare provider, on top of your work? | What DCC does your team use? | What kind of rigs does your team primarily use? | What engine do you use? | Animators, how much time do you spend in DCC vs Engine? | Technical Animators, how much of your focus is DCC vs Engine? | Technical Animators, which of the following DCC tasks do you handle? | Which discipline on your team is primarily responsible for basic animation implementation? (e.g. export, add to lists/sets, blend times, tagging) | Which discipline on your team is primarily responsible for intermediate animation implementation? (e.g. update/add to existing state graphs, blends spaces, additives/layers) | Which discipline on your team is primarily responsible for advanced animation implementation? (e.g. state graph architecture, visual scripting, procedural systems, ik, ragdolls) | How much do you agree with the idea that animators should be responsible for doing as much implementation as possible? | How user friendly are the engine side tools and workflows your team uses to do animation implementation work? | How much of your tech investments and workflow live in DCC/Offline vs Runtime? | Is your team using motion matching? | Is your team using machine learning? | Please share any other thoughts around tech and tools or provide further explanation to your answers here. | How many people work at your studio? | How many gameplay animators are on your team? | How many cinematic animators are on your team? | How many technical animators (dcc focused) are on your team? | How many technical animators (runtime focused) are on your team? | How many dedicated animation programmers are on your team? | How many programmers, shared with other departments, support your animation team? (e.g. gameplay programmers) | Please share any other thoughts around your team size or provide further explanation to your answers here. | How does your team source new animations? | Which of the following capture techniques does your team use? | Where is your capture stage located? | What is the equivalent size of the capture volume you most regularly use? | Please share any other thoughts around the capture process or provide further explanation to your answers here. | Does your team work with external partners/outsourcing? | If your team works with external partners/outsourcing, who primarily prepares the files, documents, communicates with and reviews their work? | What type of work do you regularly send to external partners/outsourcing? | Which of the following aspects around implementation are your external partners responsible for? | How many external animators does your team work with? (Outsource or freelance) | How many external technical animators does your team work with? (Outsource or freelance) | Please share any other thoughts around external development or provide further explanation to your answers here. | Which of the following roles do you have on your team? | Who is responsible for your career growth? (e.g. 1:1s, performance reviews, career management, etc) | How often do you interface directly with your Lead? | How often do you interface directly with your Director? | Who is responsible for your animation team's schedules and scope? | If you are a Lead, how much time do you spend hands on creating vs supervising others creations? | If you are a Lead, how much time do you spend driving the creative vision vs driving production? | If you are a Director, how much time do you spend hands on creating vs supervising others creations? | If you are a Director, how much time do you spend driving the creative vision vs driving production? | Please share any other thoughts around animation leadership and direction or provide further explanation to your answers here. | What is your studio most struggling with in regards to animation? | Studio Struggle Types (Leadership, Tech, Capture, Production, Hiring, Creative, Pay, Outsource) | What is the industry most struggling with in regards to animation? | Industry Struggle Types (Leadership, Tech, Capture, Production, Hiring, Creative, Pay, Outsource, Culture) | How much do you believe your studio values animation? | How much do you believe the game industry values animation? | Does your studio provide the necessary training you need to do your job well? | Does your studio provide a clear path towards career growth? | What are areas or topics around game animation that you want to learn more about? | What has you the most worried about the future of game animation? | What has you the most excited about the future of game animation? | Please share any other thoughts around game animation or provide further explanation to your answers here. |
2 | 8/3/2020 6:55:43 | Lead/Director | 11-15 Years | Full-time (Permanent) | AAA | North America | White | Man | 36-40 | Married or in a Domestic Partnership | No | Maya, Motionbuilder | Automated/Scripted | Proprietary | 3 | Animators | Animators | Technical Animators | 1 | 4 | 4 | Yes | Yes | 200-300 | 5-10 | 1 | 5-10 | 5-10 | 0 | 2-4 | Optical Motion Capture, Inertial Motion Capture (e.g. xsens, rokoko), Performance Capture, Video/Markerless Capture | In Studio, Out of Town (Internal Partner) - Direct in person, Out of Town (External Partner) - Direct in person | A warehouse | Yes | Outsource Manager | Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets), Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), AI Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), Rigging and/or Skinning, DCC Tools | 10+ | 2-3 | Lead Animator, Animation Director, Lead Technical Animator | Lead, Director, Studio Manager/HR | 3 | 4 | 3 | 2 | 3 | 3 | 2 | ||||||||||||||||||||||
3 | 8/3/2020 7:30:35 | Animator | 1-5 Years | Full-time (Permanent) | AAA | Europe | White | Woman | 31-35 | Single | No | Maya, Motionbuilder | Custom Built | Proprietary | 3 | Animators | Designers | Programmers | 1 | 5 | 2 | 151-200 | 2-4 | 1 | 2-4 | 2-4 | 2-4 | 2-4 | 3 | Optical Motion Capture | A warehouse | Yes | Animators | Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets) | 0 | Lead Animator, Lead Technical Animator | Lead | 1 | 1 | 3 | 3 | 3 | 4 | how to skill up from mid-level to senior+ | Over reliance on technology that ''will solve all the problems'' | Evolution of motion matching | |||||||||||||||||||||||
4 | 8/3/2020 7:31:11 | Technical Animator | 1-5 Years | Full-time (Permanent) | AAA, Indie | Europe | White | Man | 26-30 | In a Relationship | No | Maya, 3ds Max | Automated/Scripted | Unreal | 2 | 4 | Rigging, Tools | Technical Animators | Technical Animators | Programmers | 2 | 2 | 3 | No | No | 100-150 | 1 | 0 | 1 | 1 | 0 | 2-4 | None | Yes | Lead/Director | Cinematics, Rigging and/or Skinning | Checking into source control (e.g. Perforce), Exporting from DCC | 1 | 0 | Director | 5 | 5 | Achieving AAA quality with a small team i.e. supply. | Production, Creative | Technical animation skill shortage. | 5 | 1 | 5 | 4 | In game implentation and runtime. | What degree of technical knowledge will be required to work as an animator in 10-15 years time. Will machine learning/neural network based solutions require all animators to straddle the line between engineer and animator, and how smaller teams cope with these new methods. | The accessibility of complex techniques and data capture for smaller studios. | |||||||||||||||||
5 | 8/3/2020 7:31:19 | Animator | 1-5 Years | Freelance | Indie | Oceania | South Asian | Man | 26-30 | Single | No | Maya | Automated/Scripted | Unreal | 4 | Animators | Animators | Programmers | 2 | 3 | 4 | No | No | 6-10 | 2-4 | 0 | 0 | 0 | 0 | 1 | 1 | Yes | Lead/Director | 0 | 0 | Lead, Director | 1 | 1 | 1 | We don’t have the budget for a technical animator so my director and I work together to cover that role. | Tech, Production | Severe lack of junior positions and an abundance of mid/senior roles. It seems that not many studios are willing or able to put in the work to hire and train juniors to that mid level. This also makes it near impossible to find in house work if you live outside of major entertainment hubs since no companies are willing to hire juniors from out of country. | 1 | 2 | 4 | 4 | |||||||||||||||||||||||
6 | 8/3/2020 7:32:02 | Animator, Technical Animator | 6-10 Years | Full-time (Permanent) | AAA, Indie | North America | White | Woman | 26-30 | In a Relationship | No | Maya | Custom Built | Unreal | 2 | 3 | Rigging | Animators | Animators | Designers | 3 | 2 | 4 | No | No | 11-20 | 1 | 0 | 1 | 1 | 0 | 1 | 1 | None | Yes | Producer | Cinematics, Rigging and/or Skinning | Checking into source control (e.g. Perforce), Exporting from DCC | 1 | 1 | Lead Animator | Lead | 1 | 4 | 5 | 1 | 1 | Implementation with gameplay | Tech | Unique styles | 4 | 3 | 3 | 4 | Motion capture solutions for solo animators | Outsourcing | Cheaper and more accessible mocap | ||||||||||||
7 | 8/3/2020 7:33:09 | Animator | 1-5 Years | Full-time (Permanent) | AAA | North America | White | Man | 26-30 | In a Relationship | No | Sharing with partner/family member | Maya, Motionbuilder | Custom Built | Unreal | 3 | 3 | Rigging | Animators | Animators | Technical Animators | 2 | 3 | 3 | No | No | 76-100 | 2-4 | 2-4 | 1 | 1 | 0 | 2-4 | 1 | None | Yes | Lead/Director | Cinematics, Rigging and/or Skinning | Checking into source control (e.g. Perforce) | 3-5 | 0 | Animation Director | Director | 4 | 4 | 3 | 4 | 4 | 4 | 3 | time | Production | 4 | 2 | 2 | 4 | |||||||||||||
8 | 8/3/2020 7:40:14 | Animator, Technical Animator | 1-5 Years | Full-time (Temporary/Contract) | Indie | Europe | White | Man | 21-25 | Single | No | Maya, Blender, 3ds Max | Custom Built | Unity | 2 | 2 | Rigging | Animators | Animators | Programmers | 2 | 3 | 3 | No | No | 6-10 | 1 | 0 | 1 | 0 | 0 | 1 | The number of programmers helping with animation will change depending on who is working on what at the time of implementation. Usually 1 programmer will be helping with animations, but another may help if their workload elsewhere has dropped. | 1 | None | Yes | Producer | Vanity Animations (e.g. Emotes, Dances, Fidgets), Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), AI Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), Rigging and/or Skinning | Checking into source control (e.g. Perforce), Adding to Animation Lists/Sets, Intermediate Complexity Tasks (e.g. update/add to existing state graphs, blends spaces, additives/layers) | 0 | 0 | Studio Manager/HR | 2 | 2 | 2 | Lack of direction on what to work on next, alongside lack of deadline for current work | Production, Leadership | 2 | 3 | 4 | 3 | Motion Capture, Motion Matching, Advanced Rigging (e.g. rig generation), engine implementation (knowledge of code needed for advanced implementation in engines like Unity) | lack of growth and in-studio resources | technical advances in software and capture 'ability' (like simpler and smaller motion capture setups) to make the creation and clean-up of animation quicker and easier. | |||||||||||||||
9 | 8/3/2020 7:40:39 | Animator | 6-10 Years | Full-time (Permanent) | AAA | North America | Middle Eastern | Man | 36-40 | Married or in a Domestic Partnership | Yes | Maya | Custom Built | Proprietary | 2 | Animators | Animators | Technical Animators | 3 | 3 | 3 | No | No | 200-300 | 5-10 | 5-10 | 2-4 | 2-4 | 2-4 | 2-4 | 4 | Optical Motion Capture, Inertial Motion Capture (e.g. xsens, rokoko), Performance Capture | In Studio | A warehouse | Yes | Lead/Director | Cinematics | Checking into source control (e.g. Perforce) | 10+ | 3-5 | Lead Animator, Animation Director, Lead Technical Animator, Lead Animation Programmer | Lead | 1 | 5 | 1 | Crunch | Production | Crunch | Production | 2 | 2 | 1 | 3 | Motion matching | |||||||||||||||
10 | 8/3/2020 7:41:08 | Animator, Technical Animator | 1-5 Years | Full-time (Permanent) | Indie | Europe | White | Woman | 26-30 | Single | No | Maya | Custom Built | Unity | 2 | 2 | Rigging, Tools | Animators | Animators | Technical Animators | 1 | 3 | 1 | No | No | 151-200 | 2-4 | 0 | 0 | 0 | 0 | 1 | While company is 150, the team I'm on is around 30-40 people. We have no dedicated technical animator, and the one programmer we have, we get when she has time from her other tasks. | 1 | Optical Motion Capture | In Studio | A large office space | Yes | Producer | Rigging and/or Skinning | Checking into source control (e.g. Perforce) | 0 | 0 | Lead | 3 | 5 | 3 | Team doesn't have an animation lead/director; instead the animation team falls under the art team | Studio mainly just cleans the motion capture data and uses it, and doesn't really know how to retime it or exaggerate it or stylize it in any way | Capture, Creative | Teaching the new processes for motion matching, motion capture, and even basic keyframing. Though learning these new tech shifts will help many of adapt to the new processes in game animation. | 4 | 3 | 4 | 5 | Proper motion capture editing and working with motion matching data | That keyframe or stylized animation will cease to exist | Seeing how motion matching will evolve | |||||||||||
11 | 8/3/2020 7:43:47 | Lead/Director | 21-25 Years | Full-time (Permanent) | Indie | North America | White | Man | 41-45 | Married or in a Domestic Partnership | Yes | Co-parenting | Maya | Custom Built | Unreal | 3 | 3 | Tools | Animators | Animators | Animators | 1 | 3 | 3 | No | No | 21-30 | 0 | 0 | 0 | 0 | 1 | 2-4 | 1 | None | In Studio | A large living room | No | 0 | 0 | Lead Animator, Animation Director | Director | 1 | 1 | 1 | 4 | 3 | 2 | 3 | 1 | 1 | 2 | 1 | ||||||||||||||||
12 | 8/3/2020 7:47:31 | Animator | 16-20 Years | Full-time (Permanent) | AAA | North America | White | Man | 36-40 | Married or in a Domestic Partnership | Yes | Sharing with partner/family member | Maya, Motionbuilder, 3ds Max | Custom Built | Proprietary | 2 | Animators | Animators | Programmers | 2 | 2 | 3 | No | No | 300-400 | 5-10 | 2-4 | 2-4 | 2-4 | 2-4 | 2-4 | 3 | Optical Motion Capture, Performance Capture | In Studio, Out of Town (External Partner) - Direct in person | A large office space | Yes | Animators | Cinematics, AI Gameplay Animations (e.g. attacks, locomotion, multi-character syncs) | Lead Animator, Lead Technical Animator | Lead, Studio Manager/HR | 3 | 4 | 4 | 3 | 3 | 2 | 4 | ||||||||||||||||||||||
13 | 8/3/2020 7:48:07 | Animator, Technical Animator, Lead/Director | 11-15 Years | Full-time (Permanent) | AAA | North America | White | Man | 36-40 | Married or in a Domestic Partnership | Yes | Sharing with partner/family member | Maya, Motionbuilder | Custom Built | Proprietary | 2 | 2 | Tools, Desk side support and more complex engine setups | Animators | Animators | Technical Animators | 1 | 2 | 3 | No | No | 400+ | 11-15 | 5-10 | 5-10 | 2-4 | 0 | 1 | 2 | Optical Motion Capture, Inertial Motion Capture (e.g. xsens, rokoko), Performance Capture | In Studio | A large office space | Yes | Animators | Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets) | 2-3 | 0 | Lead Animator, Lead Technical Animator | Lead, Studio Manager/HR | 3 | 5 | 2 | 4 | 2 | Game has stabilized so no support for improving systems | Production | 4 | 3 | 4 | 3 | ||||||||||||||
14 | 8/3/2020 7:50:15 | Animator, Technical Animator | 6-10 Years | Full-time (Temporary/Contract) | Indie | North America | 41-45 | Single | No | Maya | Automated/Scripted | Unity | 3 | 3 | Rigging, Simulation | Technical Animators | Technical Animators | Technical Animators | 2 | 2 | 1 | No | No | 6-10 | 2-4 | 2-4 | 1 | 0 | 0 | 1 | 1 | Yes | Lead/Director | Cinematics | Checking into source control (e.g. Perforce), Exporting from DCC, Adding to Animation Lists/Sets, Tagging, Intermediate Complexity Tasks (e.g. update/add to existing state graphs, blends spaces, additives/layers) | 2-3 | 0 | 1 | 3 | ||||||||||||||||||||||||||||||
15 | 8/3/2020 7:54:07 | Lead/Director | 6-10 Years | Full-time (Permanent) | AAA | Europe | White | Man | 36-40 | Married or in a Domestic Partnership | Yes | External provider (Daycare/Nanny/School) | Maya | Automated/Scripted | Proprietary | 2 | Animators | Animators | Technical Animators | 3 | 1 | 2 | No | No | 76-100 | 11-15 | 2-4 | 2-4 | 1 | 1 | 2-4 | 1 | None | Yes | Lead/Director | Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets) | Checking into source control (e.g. Perforce) | 5-10 | 0 | Lead Animator, Animation Director | Lead, Director, Studio Manager/HR | 3 | 1 | 4 | 5 | 2 | Number of resources needed | Production | Lack of stylized cartoony animation | Creative | 1 | 2 | 1 | 3 | Machine Learning, Increasing quality of characters and rigs | ||||||||||||||
16 | 8/3/2020 7:56:34 | Animator, Technical Animator, Lead/Director | 6-10 Years | Full-time (Permanent) | AAA | North America | White | Man | 26-30 | Married or in a Domestic Partnership | No | Maya, Motionbuilder | Automated/Scripted | Unreal | 2 | 4 | Debugging/pipeline evaluation | Animators | Technical Animators | Technical Animators | 2 | 3 | 3 | No | No | 400+ | 5-10 | 2-4 | 2-4 | 2-4 | 2-4 | 2-4 | 4 | Optical Motion Capture, Performance Capture | In Studio | A large office space | Yes | Lead/Director | Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets), Rigging and/or Skinning | Checking into source control (e.g. Perforce), Exporting from DCC | 5-10 | 2-3 | Lead Animator, Lead Technical Animator, Lead Animation Programmer | Lead | 2 | 4 | 3 | 4 | Conservative technical leadership, and lack of animators | Leadership, Tech, Production | Performance in gameplay, though motion matching is improving that. | Tech | 4 | 3 | 5 | 2 | Physics based DCC | Toxic users and burnout | "prestige games" driving tech forward. | ||||||||||
17 | 8/3/2020 8:13:36 | Animator | 1-5 Years | Full-time (Permanent) | AAA | North America | White | Woman | 26-30 | Single | No | Motionbuilder | Custom Built | Proprietary | 2 | Animators | Animators | Technical Animators | 3 | 5 | Yes | No | 400+ | 16-20 | 20+ | 2-4 | 0 | 1 | 1 | 5 | Performance Capture | In Studio | A warehouse | Yes | Animators | Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets), AI Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), Minigame animations | Lead Animator, Animation Director | Lead | 5 | 5 | 2 | Utilizing its animators to the best of its ability. There's an over-reliance on motion-capture despite having dozens of experienced animators who could probably keyframe a lot of what is needed. I personally feel that it's stifling the animators' potential growth | Creative | Stability and scope. | 4 | 2 | 3 | 5 | Rigging, more keyframe skills | I think that the work-life balance of animation is still very messy at the best of times. Animation is something that fights against a hard deadline and there are certain aspects that could cause delays that can easily be overlooked. | |||||||||||||||||||
18 | 8/3/2020 8:16:10 | Animator | 1-5 Years | Full-time (Permanent) | AAA, Indie | Europe | White | Man | 31-35 | Single | No | Motionbuilder | A mix of modified HIK and custom built. | Proprietary | 3 | Animators | Animators | Technical Animators | 2 | 2 | No | No | 100-150 | 2-4 | 1 | 1 | 1 | 0 | 2-4 | 3 | Optical Motion Capture, Inertial Motion Capture (e.g. xsens, rokoko) | In Studio, In Town (External Partner) | A bedroom | No | Lead Animator | Lead | 2 | 3 | We have a system of craft managers which handles performance reviews, 1:1 etc. However, our lead animator is also the craft manager for the character team of which the animators are formally a part of. | Our main issue is quality vs quantity in regards to scheduling. | Production, Creative | 1 | 2 | 1 | 1 | Motion matching | Scope of projects keeps increasing without the dev period increasing with it. | The availability of near instant decent quality motion capture without requiring dedicated capture spaces through capture systems like xsens. | |||||||||||||||||||||
19 | 8/3/2020 8:16:58 | Lead/Director | 16-20 Years | Full-time (Permanent) | VR/AR | North America | White | Man | 41-45 | Married or in a Domestic Partnership | Yes | Co-parenting | Maya | Custom Built | Proprietary | 3 | Animators | Animators | Technical Animators | 2 | 3 | 4 | Yes | Yes | 31-50 | 2-4 | 0 | 1 | 1 | 2-4 | 2-4 | 3 | Optical Motion Capture, Performance Capture, Video/Markerless Capture | In Studio, In Town (External Partner), Fully Remote - Direct Remotely | A large office space | Yes | Producer | Cinematics, Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), Rigging and/or Skinning | Exporting from DCC, Adding to Animation Lists/Sets, Intermediate Complexity Tasks (e.g. update/add to existing state graphs, blends spaces, additives/layers) | 2-3 | 1 | Lead Animator | Lead | 5 | 1 | 2 | 3 | Technical & engine support | Tech | Violence-oriented subject matter | 1 | 2 | 2 | 1 | Scripting & implementation | More contract-oriented workforce and less permanent jobs with benefits | If augmented reality takes off there will be jobs for interactive animators beyond games also. | Thanks for this survey! Missed opportunity to gather salary information to match demographic - hope this is an annual thing. | |||||||||||
20 | 8/3/2020 8:21:17 | Animator, Lead/Director | 11-15 Years | Full-time (Permanent) | AAA | North America | White | Man | 31-35 | Married or in a Domestic Partnership | Yes | Co-parenting | Maya, Motionbuilder | Automated/Scripted | Unreal | 2 | Animators | Animators | Technical Animators | 3 | 3 | 2 | No | No | 100-150 | 1 | 1 | 1 | 1 | 0 | 1 | 4 | Inertial Motion Capture (e.g. xsens, rokoko), Performance Capture | In Town (External Partner) | A large living room | Since I've been at the studio, we've completed one performance capture session at an external location, with a number of smaller sessions using the Xsens suits in the office or at home | Yes | Lead/Director | Cinematics | Haven't fully ramped up animation outsourcing yet, but the thought is that we will mainly be outsourcing cinematics and keeping most gameplay work in-house | Lead Animator | 4 | 4 | 3 | 3 | 3 | We're still early in development, so I'm sure the answers will change as we build out our team and production ramps up | Quality animation at scale | Creative | 3 | 3 | 3 | 4 | ||||||||||||||||
21 | 8/3/2020 8:22:36 | Animator | 1-5 Years | Full-time (Permanent) | Indie | Europe | White | Man | 26-30 | Married or in a Domestic Partnership | No | Maya | Custom Built | Unreal | 2 | Technical Animators | Technical Animators | Programmers | 3 | 2 | No | No | Convinced our 4 member anim team to use animbot which is awesome | 31-50 | 2-4 | 0 | 1 | 1 | 0 | 2-4 | 1 | None | Yes | Animators | Rigging and/or Skinning | 0 | 0 | Lead Animator, Lead Technical Animator | Lead | 1 | 4 | 2 | 2 | 3 | 4 | Engine integration, pipeline, state machines, gameplay anim | AI replaces me - at least for realistic animation | AI replaces animators so I can do animations for home game project | |||||||||||||||||||||
22 | 8/3/2020 8:24:47 | Animator | 1-5 Years | Full-time (Permanent) | AAA | North America | White | Woman | 21-25 | In a Relationship | No | 3ds Max | Out of the box (e.g. HIK, CAT, Biped) | Unreal | 2 | Technical Animators | Technical Animators | 5 | 3 | 151-200 | 11-15 | 0 | 2-4 | 0 | 0 | 1 | Yes | Outsource Manager | Secondary animation | Lead Animator | Lead | 1 | 5 | 4 | Making time for polished animations. We are always behind. | Creative, Production | Diversity. | 4 | 4 | 3 | 5 | How do I grow at a company once I have plateaued? | Recession... | The insane amount of tech and tools that are becoming available! | |||||||||||||||||||||||||
23 | 8/3/2020 8:29:43 | Technical Animator, Lead/Director | 11-15 Years | Full-time (Permanent) | Real money, skill-based (casino, web, mobile) | North America | Latino/Hispanic | Man | 36-40 | Married or in a Domestic Partnership | Yes | Co-parenting | Maya | Custom Built | Unity | 4 | 4 | Rigging, Simulation, Animation, Modeling, surfacing, lighting, optimization, FX, shaders | Technical Animators | Technical Animators | Technical Animators | 3 | 4 | 3 | No | No | 21-30 | 2-4 | 2-4 | 1 | 1 | 0 | 5-10 | 1 | None | In Town (External Partner), Out of Town (External Partner) - Direct in person, Fully Remote - Direct Remotely | Yes | Lead/Director | Vanity Animations (e.g. Emotes, Dances, Fidgets), Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), Rigging and/or Skinning | Intermediate Complexity Tasks (e.g. update/add to existing state graphs, blends spaces, additives/layers), Advanced Complexity Tasks (e.g. state graph architecture, visual scripting, procedural systems, ik, ragdolls) | 5-10 | 5-10 | Lead Animator, Lead Technical Animator | Lead, Director, Studio Manager/HR | 1 | 1 | 3 | 1 | 2 | Time, manpower | Production | 5 | 3 | 4 | 5 | Coding / scripting | Outsourcing for “low wage work” | Engine innovation | |||||||||||
24 | 8/3/2020 8:31:45 | Animator | 6-10 Years | Full-time (Permanent) | AAA | Europe | Mixed | Man | 26-30 | In a Relationship | No | Maya, Motionbuilder | Out of the box (e.g. HIK, CAT, Biped) | Unreal | 4 | Animators | Animators | Technical Animators | 2 | 2 | 2 | No | No | 151-200 | 2-4 | 0 | 1 | 2-4 | 1 | 5-10 | 4 | Inertial Motion Capture (e.g. xsens, rokoko) | In Studio | A large living room | No | 0 | 0 | Lead Animator, Animation Director | Lead | 2 | 3 | 1 | Pipeline, Space for Capture | Tech, Capture | Volume vs Quality | Production, Creative | 3 | 2 | 4 | 3 | Virtual Production | Budget vs Requirements | Muscle Sim, Runtime Editing | ||||||||||||||||
25 | 8/3/2020 8:32:15 | Animator | Less than 1 Year | Full-time (Temporary/Contract) | Indie, Mobile | North America | White | Man | 21-25 | Single | No | Maya | Custom Built | Godot | 2 | Programmers | Technical Animators | Programmers | 1 | 4 | 2 | No | No | 6-10 | 2-4 | 1 | 1 | 1 | 0 | 2-4 | 1 | No | Director | 2 | 4 | 2 | 4 | 3 | 4 | 2 | |||||||||||||||||||||||||||||
26 | 8/3/2020 8:32:58 | Lead/Director | 11-15 Years | Full-time (Permanent) | AAA | Europe | White | Man | 31-35 | In a Relationship | No | Maya, Motionbuilder | Custom Built | Proprietary | 3 | Animators | Animators | Technical Animators | 1 | 4 | 3 | Yes | No | 76-100 | 2-4 | 1 | 2-4 | 2-4 | 1 | 2-4 | 3 | Optical Motion Capture, Performance Capture | In Studio, Out of Town (External Partner) - Direct in person | A large living room | No | 0 | 0 | Lead Animator, Lead Technical Animator | Lead | 1 | 5 | 2 | 4 | 5 | 1 | 2 | 2 | 2 | |||||||||||||||||||||
27 | 8/3/2020 8:33:42 | Lead/Director, Producer | Less than 1 Year | Full-time (Permanent) | Indie | North America | Latino/Hispanic | Man | 21-25 | Single | No | Maya, Blender | Custom Built | Unreal | 2 | Animators | Animators | Programmers | 3 | 1 | 3 | No | No | 6-10 | 1 | 0 | 1 | 0 | 0 | 2-4 | 1 | None | No | 0 | 0 | Lead Animator | Director | 5 | 5 | 1 | 1 | 5 | 3 | amount of characters vs only being one animator | Production | Blender implementation with UE4 is still a bit troublesome, especially with stretchy bones | 2 | 1 | 3 | 1 | Unreal Engine 5 | ||||||||||||||||||
28 | 8/3/2020 8:37:17 | Animator | 1-5 Years | Full-time (Permanent) | AAA, Mobile, Online | Europe | White | Man | 31-35 | In a Relationship | No | Maya | In house scripted rigs. I use mGear in my project. | Company has a proprietary engine. My team uses Unity. | 3 | Animators | Animators | Programmers | 1 | 3 | 5 | No | No | I am a lone animator on my project, I rig and animate everything myself. | 100-150 | 1 | 0 | 1 | 0 | 2-4 | 1 | Yes | Producer | Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs) | Exporting from DCC | 0 | 0 | Studio Manager/HR | 3 | 3 | 5 | Properly addressing technical debt and getting leadership to understand that it is important. | Tech, Leadership | 4 | 3 | 5 | 5 | ||||||||||||||||||||||
29 | 8/3/2020 8:39:37 | Animator, Lead/Director | 6-10 Years | Full-time (Permanent) | Indie | Europe | Man | 31-35 | In a Relationship | No | Maya, 3ds Max | Automated/Scripted | Unity | 3 | Programmers | Programmers | Programmers | 4 | 2 | 4 | No | No | 11-20 | 1 | 1 | 0 | 0 | 0 | 1 | 1 | None | No | 0 | 0 | Lead Animator, Animation Director | Director | 5 | 5 | 1 | 1 | 1 | 2 | 2 | 1 | 2 | 1 | 1 | ||||||||||||||||||||||
30 | 8/3/2020 8:40:09 | Technical Animator | Less than 1 Year | Full-time (Permanent) | AAA | North America | White | Man | 26-30 | Married or in a Domestic Partnership | No | Maya | Automated/Scripted | Proprietary | 2 | Rigging, Tools, Simulation | Animators | Technical Animators | Technical Animators | 3 | 4 | 2 | Yes | No | 200-300 | 1 | 0 | 1 | 0 | 0 | 2-4 | 2 | None | Fully Remote - Direct Remotely | A warehouse | Yes | Outsource Manager | Rigging and/or Skinning | Checking into source control (e.g. Perforce), Exporting from DCC, Tagging | 0 | 0 | Lead Animator | Lead | 3 | 2 | 5 | 1 | 2 | 4 | 3 | Runtime rigs | ||||||||||||||||||
31 | 8/3/2020 8:41:36 | Technical Animator | 6-10 Years | Full-time (Permanent) | AAA | Europe | White | Man | 26-30 | Single | Maya, Motionbuilder | Automated/Scripted | Unreal | 3 | 3 | Rigging, Tools | Animators | Animators | Technical Animators | 3 | 2 | 4 | Yes | Yes | 76-100 | 5-10 | 2-4 | 2-4 | 2-4 | 1 | 2-4 | Optical Motion Capture, Inertial Motion Capture (e.g. xsens, rokoko) | In Studio, Fully Remote - Direct Remotely | A large office space | Yes | Lead/Director | 4D capture | Checking into source control (e.g. Perforce) | 0 | 0 | Animation Director | Director | 2 | 2 | 3 | Data acquisition and accuracy of retargets | Capture | Making mocap not feel like motion capture | Capture, Creative | 2 | 2 | 2 | 4 | Over reliance on motion capture and AI | |||||||||||||||
32 | 8/3/2020 8:41:40 | Lead/Director | 16-20 Years | Full-time (Permanent) | AAA, Indie | Europe | White | Man | 41-45 | Married or in a Domestic Partnership | Yes | Primary caregiver | Maya, Motionbuilder | Custom Built | Unreal | 3 | Animators | Technical Animators | Technical Animators | 3 | 2 | 3 | No | No | 100-150 | 11-15 | 5-10 | 2-4 | 2-4 | 1 | 2-4 | 3 | Optical Motion Capture | Out of Town (External Partner) - Direct in person | A warehouse | Yes | Lead/Director | Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets), Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs) | Checking into source control (e.g. Perforce) | 5-10 | 1 | Animation Director, Lead Technical Animator | Studio Manager/HR | 2 | 2 | 2 | 4 | 3 | 4 | 4 | Code support / Gameplay programmers | Tech | Designers understanding the value and how to use animation correctly | 3 | 3 | 4 | 3 | ||||||||||||
33 | 8/3/2020 8:42:00 | Animator | 6-10 Years | Full-time (Permanent) | AAA | Europe | Middle Eastern | Man | 26-30 | In a Relationship | No | Maya, Blender | Custom Built | Unreal | 3 | Animators | Animators | Animators | 2 | 2 | 2 | No | Yes | 100-150 | 2-4 | 0 | 1 | 1 | 0 | 2-4 | Inertial Motion Capture (e.g. xsens, rokoko) | In Studio | A large living room | No | Lead/Director | Animation Director, Lead Technical Animator | Lead, Director | 3 | 5 | 3 | 2 | 3 | 5 | 5 | |||||||||||||||||||||||||
34 | 8/3/2020 8:43:25 | Animator | Over 25 Years | Full-time (Permanent) | AAA | Europe | White | Man | 46-50 | In a Relationship | No | Maya, Motionbuilder | Custom Built | Unreal | 2 | Technical Animators | Technical Animators | Technical Animators | 3 | 4 | 3 | No | No | 100-150 | 2-4 | 2-4 | 2-4 | 1 | 2-4 | 2-4 | 2 | Optical Motion Capture, Inertial Motion Capture (e.g. xsens, rokoko) | In Studio, Fully Remote - Direct Remotely | A large office space | Yes | Lead/Director | Vanity Animations (e.g. Emotes, Dances, Fidgets), Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), AI Gameplay Animations (e.g. attacks, locomotion, multi-character syncs) | 10+ | 0 | Animation Director | Lead, Director | 1 | 1 | 3 | Cinematics | Creative | Animation implementation. | Tech | 4 | 2 | 4 | 4 | |||||||||||||||||
35 | 8/3/2020 8:43:55 | Animator | 1-5 Years | Freelance | Indie | North America | African | Man | 31-35 | Single | No | Maya, 3ds Max | Custom Built | Unreal | 2 | Animators | Animators | Technical Animators | 3 | 3 | No | No | 11-20 | 2-4 | 0 | 1 | 0 | 0 | 1 | 1 | None | Yes | Lead/Director | Lead Animator | Lead | 3 | 3 | 1 | Implementation | Tech | hiring junior animators that have potential but there only seeking veterans or animation's that look grounded | 2 | 1 | 3 | 3 | technical side and motion capture and more body mechanics in gameplay animation more blending | That I won't get in because I came to late | That ill work with my favorite studio and learn so much | |||||||||||||||||||||
36 | 8/3/2020 8:44:37 | Animator, Lead/Director | 6-10 Years | Full-time (Permanent) | AAA, Indie, AA | Europe | Middle Eastern | Man | 31-35 | In a Relationship | No | Blender | Custom Built | Unity | 1 | Animators | Programmers | Programmers | 3 | 2 | 2 | No | No | 21-30 | 1 | 1 | 0 | 0 | 1 | 1 | 3 | Optical Motion Capture, Video/Markerless Capture | Out of Town (External Partner) - Direct in person | A warehouse | Yes | Lead/Director | 2-3 | 0 | Lead Animator, Animation Director | Studio Manager/HR | 2 | 1 | 2 | 4 | 2 | 3 | amount of animation, overall time and the balance between Gamedesign, Code and Animators. | Production | 3 | 2 | 2 | 2 | better tools for blender animation | animator gets replaced by procedural generated animation | more realistic animation systems - mirroring reality. | ||||||||||||||
37 | 8/3/2020 8:45:23 | Animator, Technical Animator | 1-5 Years | Full-time (Permanent) | Indie | Europe | South Asian | Man | 31-35 | Married or in a Domestic Partnership | No | Maya, Blender | Automated/Scripted | Unreal | 2 | 5 | Rigging, Tools | Technical Animators | Technical Animators | Technical Animators | 2 | 1 | 3 | No | No | 6-10 | 2-4 | 2-4 | 1 | 1 | 0 | 2-4 | 1 | None | Yes | Lead/Director | Music and Audio | 0 | 0 | Animation Director, Technical Animation Director | Lead, Director, Studio Manager/HR | 1 | 1 | 2 | 3 | 3 | 2 | 3 | 1 | 2 | 1 | 1 | Procedural Animation and machine learning | ||||||||||||||||
38 | 8/3/2020 8:45:37 | Animator | 1-5 Years | Full-time (Permanent) | AAA | Europe | White | Man | 26-30 | In a Relationship | No | Maya, Motionbuilder | Custom Built | Unreal | 3 | Animators | Animators | Programmers | 3 | 5 | 5 | No | No | 50-75 | 2-4 | 0 | 1 | 1 | 0 | 2-4 | 4 | Optical Motion Capture, Inertial Motion Capture (e.g. xsens, rokoko) | Out of Town (External Partner) - Direct in person | A warehouse | Yes | Animators | Vanity Animations (e.g. Emotes, Dances, Fidgets), AI Gameplay Animations (e.g. attacks, locomotion, multi-character syncs) | Checking into source control (e.g. Perforce), Exporting from DCC, Tagging | 2-3 | 0 | Lead Animator | Lead | 1 | 3 | No knowledge of the potential of gameplay animators. We are the studios first ever animation team and they do not understand how crucial we are. Lack of investment in necessary skills (no animation programmers, experienced technical animators) | Production | 5 | 3 | 5 | 5 | Camera work, cinematography, | It will become entirely mocap. I do not see the point, I want to celebrate animation as an art form, not churn through data fixing up contacts and walk speeds. | |||||||||||||||||
39 | 8/3/2020 8:46:29 | Lead/Director | 6-10 Years | Full-time (Permanent) | AAA | Europe | White | Man | 31-35 | Married or in a Domestic Partnership | Yes | Primary caregiver | Maya, Motionbuilder | Custom Built | Proprietary | 2 | Animators | Animators | Technical Animators | 2 | 3 | 4 | No | No | 400+ | 11-15 | 20+ | 0 | 2-4 | 2-4 | 11-15 | 4 | Optical Motion Capture | In Studio | A warehouse | Yes | Lead/Director | Cinematics, AI Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), Retargets | Checking into source control (e.g. Perforce) | 2-3 | 0 | Lead Animator | Director | 1 | 3 | 4 | 2 | Blending between systems. Multiple bodytypes. Seamlessness overall. | Tech | Price of realism. Real-time rigs in 3d software. | Tech, Production | 1 | 2 | 4 | 1 | Programming, scripting | Without real-time retargeting solutions it will be difficulty to reach simulation level quality. Motion matching is still unexplored and cost is super high. | Next gens and less and less limits on anim data in engine. | |||||||||||
40 | 8/3/2020 8:46:57 | Animator, Technical Animator | 1-5 Years | Full-time (Permanent) | AAA, VR/AR | North America | White | Man | 26-30 | Married or in a Domestic Partnership | No | Maya | Red9 | Unreal | 2 | 4 | Tools, Implementation | Technical Animators | Technical Animators | Technical Animators | 2 | 3 | 4 | No | No | 50-75 | 2-4 | 0 | 1 | 1 | 0 | 2-4 | There are no animation programmers, but we have engineers that are somewhat experienced with implementing animation. | 4 | Inertial Motion Capture (e.g. xsens, rokoko) | In Studio | A large office space | Yes | Lead/Director | Cinematics, AI Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), Rigging and/or Skinning | Checking into source control (e.g. Perforce), Exporting from DCC, Intermediate Complexity Tasks (e.g. update/add to existing state graphs, blends spaces, additives/layers) | 1 | 1 | I’ve noticed rigging doesn’t seem to be a valued skill in games even though it’s absolutely necessary. | Lead Animator | Lead, Studio Manager/HR | 1 | 2 | Rigging support. Red9 is helping a lot. | Tech | It’s always understaffed with relation to the quantity of animations animators have to clean up or key. | 3 | 2 | 3 | 2 | Motion matching and machine learning. | |||||||||||||
41 | 8/3/2020 8:47:15 | Animator | 11-15 Years | Full-time (Permanent) | AAA | Europe | White | Man | 36-40 | In a Relationship | No | Maya, Motionbuilder | Custom Built | Proprietary | 2 | Animators | Animators | Technical Animators | 2 | 2 | 3 | No | No | 200-300 | 11-15 | 5-10 | 5-10 | 2-4 | 2-4 | 5-10 | 3 | Optical Motion Capture, Performance Capture | In Studio, Out of Town (External Partner) - Direct in person | A large office space | Yes | Outsource Manager | Cinematics | Checking into source control (e.g. Perforce), Adding to Animation Lists/Sets | 10+ | 0 | Lead Animator | Studio Manager/HR | 5 | 3 | 3 | 3 | 2 | Innovation and tech support | Tech, Creative | Pushing the bar and quality.. relying too much on quantity and mocap | Production, Capture, Creative | 2 | 4 | 2 | 2 | Quantity vs Quality | New creative solutions and gameplay | ||||||||||||
42 | 8/3/2020 8:47:59 | Animator | 11-15 Years | Full-time (Permanent) | AAA | North America | White | Man | 36-40 | Married or in a Domestic Partnership | Yes | Sharing with partner/family member | Maya, Motionbuilder, Unreal Engine | Custom Built | Unreal | 2 | Animators | Animators | Technical Animators | 1 | 2 | No | No | 400+ | 5-10 | 5-10 | 3 | Optical Motion Capture, Inertial Motion Capture (e.g. xsens, rokoko), Performance Capture, Budget Mocap (kinect, perception neuron, vive vr) | In Town (Internal Partner) | A warehouse | Yes | Cinematics | 5 | 1 | 1 | 2 | 4 | ||||||||||||||||||||||||||||||||
43 | 8/3/2020 8:48:20 | Animator | 1-5 Years | Full-time (Temporary/Contract) | Indie | North America | Man | 21-25 | Single | No | Maya | Automated/Scripted | Unity | 1 | Programmers | Programmers | Programmers | 3 | No | No | 11-20 | 2-4 | 2-4 | 1 | 0 | 0 | 1 | 1 | No | Lead Animator | Studio Manager/HR | 1 | 5 | 5 | 2 | 3 | 4 | 5 | |||||||||||||||||||||||||||||||
44 | 8/3/2020 8:51:01 | Technical Animator, Programmer | 11-15 Years | Full-time (Permanent) | Indie | North America | White | Man | 36-40 | Married or in a Domestic Partnership | Yes | Co-parenting | Maya, Motionbuilder | Custom Built | Unity | 5 | 5 | Tools | Animators | Animators | Technical Animators | 4 | 3 | 4 | No | No | 11-20 | 2-4 | 0 | 2-4 | 1 | 0 | 2-4 | 3 | Optical Motion Capture, Inertial Motion Capture (e.g. xsens, rokoko) | In Town (External Partner) | A large living room | Yes | Lead/Director | Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets), Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), AI Gameplay Animations (e.g. attacks, locomotion, multi-character syncs) | 1 | 0 | Lead Animator, Animation Director | 2 | 1 | 1 | 4 | 4 | 1 | 3 | 1 | 2 | 3 | 2 | |||||||||||||||
45 | 8/3/2020 9:01:31 | Animator | 1-5 Years | Full-time (Permanent) | AAA | Europe | White | Woman | 21-25 | In a Relationship | No | Maya | Proprietary | 2 | Animators | Programmers | 2 | 2 | 2 | No | No | 400+ | 11-15 | 2-4 | 2-4 | 1 | 1 | 1 | 3 | Optical Motion Capture | In Town (Internal Partner) | A warehouse | Yes | Lead/Director | AI Gameplay Animations (e.g. attacks, locomotion, multi-character syncs) | Checking into source control (e.g. Perforce), Exporting from DCC | 2-3 | 0 | Lead Animator | Lead | 5 | 4 | Tech doesn't support what we need, we have a very basic blending system, no motion matching and some strict rules apply to some animations because of this. | Tech | I feel that software/tools could be further ahead, there's some really cool things happening but there's either not enough money or tech jobs around to make it happen. We tend to stick to old tech because it's safer/what we know and it's always a risk to change and try new things which I think can hold animators back. | 2 | 3 | 1 | 1 | More cool tips/tricks involving tech scripts or tools to speed up my workflow. | tech like RADiCAL / mocap in general being so good that we wont need as many animators (mainly on humanoid rigs). | How AI can help us have 1000s of animations and learn from what we give it. How we can bounce off of new tech to achieve greater things. Its scary and exciting at the same time, I don't know where it will go | |||||||||||||||||
46 | 8/3/2020 9:01:49 | Animator | 1-5 Years | Full-time (Permanent) | AAA | North America | White, Filipino | Man | 21-25 | Married or in a Domestic Partnership | No | Maya | Custom Built | Proprietary | 3 | Animators | Animators | Programmers | 1 | 2 | 3 | 200-300 | 11-15 | 11-15 | 5-10 | 5-10 | 2-4 | 2-4 | 3 | Performance Capture | In Town (Internal Partner) | A warehouse | No | Outsource Manager | Cinematics | Lead Animator, Animation Director | Lead, Director, Studio Manager/HR | 3 | 5 | 3 | 2 | 3 | 2 | 2 | |||||||||||||||||||||||||
47 | 8/3/2020 9:02:09 | Animator | 1-5 Years | Freelance | Indie | Europe | White | Man | 26-30 | In a Relationship | No | Blender | Automated/Scripted | Unity | 1 | Programmers | Programmers | Programmers | 2 | 3 | 3 | No | No | My job title is not "technical animator" but I did script a rigging tool to transfer all our animation pipeline from Maya to Blender. | 21-30 | 1 | 0 | 0 | 0 | 2-4 | 2-4 | 1 | None | No | Lead Animator, Lead Technical Animator | 2 | 2 | 3 | 1 | 3 | Lack of animators to discuss animation with and grow. | Creative | Nothing in particular. | 2 | 2 | 5 | 2 | motion capture | Nothing in particular. | game engine rigging | |||||||||||||||||||
48 | 8/3/2020 9:08:58 | Technical Animator | 1-5 Years | Full-time (Permanent) | AAA | Europe | White | Man | 21-25 | Single | No | Maya, Motionbuilder, 3ds Max | Custom Built | Unreal | 3 | 3 | Rigging, Tools, Simulation, R&D, State machines, integration (gameplay+cinematics), automation pipelines, ragdolls, dynamics, shaders | Animators | Technical Animators | Technical Animators | 1 | 1 | 5 | No | No | 100-150 | 2-4 | 0 | 1 | 1 | 1 | 1 | Optical Motion Capture | Out of Town (External Partner) - Direct in person | A warehouse | Yes | Lead/Director | Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets) | Checking into source control (e.g. Perforce), Exporting from DCC | 10+ | 0 | Animation Director | Director | 1 | 1 | 1 | quantity vs quality | Production, Creative | Either been too reliant on it, or not respecting it | 3 | 2 | 2 | 2 | procedural animation | benchmarks becoming unachievable within a realistic time frame | Industry pushing the animation quality bar further in all regards, from incredible rigging to tools to amazing real-time animation sequences. | |||||||||||||
49 | 8/3/2020 9:10:26 | Animator | 16-20 Years | Full-time (Permanent) | AAA | Europe | 36-40 | Married or in a Domestic Partnership | No | Maya, Motionbuilder | Custom Built | Proprietary | 5 | Animators | Animators | Animators | 1 | 2 | 3 | Yes | No | 300-400 | 11-15 | 5-10 | 2-4 | 1 | 0 | 2-4 | Optical Motion Capture | In Studio, In Town (External Partner) | A large office space | Yes | Lead/Director | Cinematics, Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs) | Exporting from DCC | 2-3 | 0 | Lead Animator, Animation Director, Lead Technical Animator | Director | 2 | 2 | 2 | Getting animation tools/runtime support internally at the studio as opposed to only relying on the company's engine team | Production | Using more tech and procedural solutions in order to cut down the amount of animation assets needed to reach quality | 4 | 3 | 4 | 3 | ||||||||||||||||||||
50 | 8/3/2020 9:14:30 | Technical Animator | 6-10 Years | Full-time (Permanent) | AAA, Engine/3rd Party Tools | North America | White | Non-Binary, Trans | 26-30 | Single | No | Unity | 4 | Rigging, Tools | 1 | 4 | 3 | 400+ | Lead | 1 | 5 | 1 | Working at Unity; we struggle most with good pipelines and workflows as well as tools that are easy to use and follow. | Tech | The rising cost of realistic animation; especially facial. The lack of furthering animation runtime technology (compared to other disciplines like lighting and rendering). Lack of real-time complex deformers. Lack of AI driven/neural networks in animation to lighten the content load. | 3 | 3 | 2 | 3 | Implementation, State Machines, Realtime Deformers and debug tools. | The escalating cost. The constant push towards hyper-realism in AAA versus stylisation. | A future where realism yields dimishing returns and we start to explore more stylistic animation. | |||||||||||||||||||||||||||||||||||||
51 | 8/3/2020 9:15:02 | Technical Animator | 6-10 Years | Full-time (Permanent) | Indie | North America | White | Man | 31-35 | Married or in a Domestic Partnership | No | Maya, 3ds Max | Automated/Scripted | Unreal | 3 | Rigging, Tools, Simulation | Animators | Technical Animators | Technical Animators | 2 | 1 | 2 | Yes | No | Whether or not I implement anim stuff or the animator does really depends on the individual animator and their technical acumen. Some animators I work with can do it all, some can hit the Export button in Maya and that's it. | 11-20 | 1 | 0 | 1 | 1 | 0 | 2-4 | 1 | None | Yes | Lead/Director | Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets) | Checking into source control (e.g. Perforce), Exporting from DCC | 1 | 0 | Director | 1 | 1 | 3 | IO from outsourcing and getting clean animation exports. Every animator we work with is a different in how they deliver and it takes time to get them in the same page. | Tech, Production, Outsource | 2 | 2 | 3 | 2 | Motion capture. For those of us without the resources for it, mocap seems like a black box reserved for AAA studios. | It seems like we are finally getting to a place where procedural and emergent animations are viable. With thorough IK rigs and physics-based animation I think the scope of motion, variety, and form we can get will only improve. | |||||||||||||||||
52 | 8/3/2020 9:16:04 | Animator | 6-10 Years | Full-time (Permanent) | Indie | North America | South Asian, East Asian | Man | 36-40 | Married or in a Domestic Partnership | No | Maya | Out of the box (e.g. HIK, CAT, Biped) | Proprietary | 3 | 3 | Some rigging, modeling and rendering | Animators | Animators | Designers | 1 | 5 | 1 | No | No | 11-20 | 1 | 0 | 0 | 0 | 0 | 0 | I'm the closet thing to being the technical animator in the studio | 2 | Budget Mocap (kinect, perception neuron, vive vr) | Fully Remote - Direct Remotely | A bedroom | No | Director | 5 | 1 | We don't have a Lead animator or any supervising animator role as I am the only Animator in the studio. My role doesn't have title other than Animator, this is through out the studio to any roles except for the founders who carried leadership roles. | Out dated animation system. | Tech | Understanding of how animation is being made. | 3 | 3 | 4 | 5 | Engine and gameplay | Either being outsource to somewhere else or AI making animation based on a huge library of animations previously made by people. | The endless possibility for what you can do without technical restriction. | I came from Mobile game industry where animators where not really anything, we often had massive amount of work and never being appreciated. There was a huge lack of understanding how animations are made and how long it takes. Going indie, I see a better appreciation of animation but there's still a lack of knowledge of how much effort and time it takes to create animation. The worst comment I experience from creative type of directors were" I took a class of animation in college, I know what I'm talking about." or : "I don't care how it's being done, just do your job." I think one should care and understand how something is being done. | ||||||||||||||||
53 | 8/3/2020 9:16:19 | Programmer | 1-5 Years | Full-time (Permanent) | AAA | Europe | White | Man | 21-25 | In a Relationship | No | Motionbuilder, 3ds Max | Custom Built | Proprietary | Tools | Animators | Animators | Programmers | 3 | 2 | 2 | Yes | Yes | 400+ | 0 | 0 | 0 | 0 | 2-4 | 20+ | 4 | Inertial Motion Capture (e.g. xsens, rokoko), Performance Capture, Video/Markerless Capture | In Studio, Fully Remote - Direct Remotely | A warehouse | No | Lead Animation Programmer | Lead | 1 | 5 | 4 | 1 | 2 | 2 | 2 | |||||||||||||||||||||||||
54 | 8/3/2020 9:21:17 | Animator | 6-10 Years | Full-time (Permanent) | AAA | North America | White | Man | 26-30 | Married or in a Domestic Partnership | No | Maya, Motionbuilder | Automated/Scripted | Unreal | 3 | Rigging, Tools, Simulation | Animators | Animators | Technical Animators | 1 | 3 | No | Yes | 76-100 | 5-10 | 1 | 2-4 | 1 | 1 | 2-4 | 3 | Optical Motion Capture, Video/Markerless Capture | In Town (Internal Partner) | A large office space | Yes | Outsource Manager | Vanity Animations (e.g. Emotes, Dances, Fidgets) | Exporting from DCC | 2-3 | 0 | Lead Animator, Lead Technical Animator | Lead | 1 | 5 | 1 | 4 | 3 | 5 | 2 | 4 | 2 | 2 | 2 | ||||||||||||||||
55 | 8/3/2020 9:22:45 | Programmer | 6-10 Years | Full-time (Permanent) | AAA | Europe | Man | 31-35 | Married or in a Domestic Partnership | Yes | Maya, Motionbuilder, Blender | Custom Built | Proprietary | Animators | Technical Animators | Programmers | 5 | 3 | 4 | No | Yes | 100-150 | 2-4 | 1 | 0 | 2-4 | 1 | 1 | 3 | Inertial Motion Capture (e.g. xsens, rokoko) | In Town (External Partner) | A large office space | No | Lead Animator, Lead Technical Animator | Lead | 5 | 5 | 2 | 3 | 2 | 4 | 5 | Machine Learning | ||||||||||||||||||||||||||
56 | 8/3/2020 9:24:41 | Animator | 11-15 Years | Full-time (Permanent) | Mobile | South America | Indigenous | Man | 36-40 | Single | No | Maya | Custom Built | Unity | 4 | Animators | Animators | Programmers | 1 | 2 | 3 | No | No | 100-150 | 2-4 | 1 | 0 | 0 | 1 | 1 | 1 | Yes | Animators | Cinematics, Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), Rigging and/or Skinning | 2-3 | 0 | Lead Animator | Studio Manager/HR | 5 | 2 | 5 | 4 | 4 | 2 | 2 | 2 | 3 | ||||||||||||||||||||||
57 | 8/3/2020 9:26:32 | Animator | 1-5 Years | Full-time (Permanent) | AAA | Europe | White | Man | 31-35 | In a Relationship | No | Maya, Blender | Custom Built | Unity | 4 | Animators | Animators | Programmers | 3 | 3 | 3 | No | No | 50-75 | 5-10 | 2-4 | 0 | 0 | 0 | 2-4 | 1 | Fully Remote - Direct Remotely | No | Lead Animator | Lead, Studio Manager/HR | 2 | 5 | 2 | Trying to get a good compromise between tech and animators to get as many tools/automation as we can to develop a huge game with a little anim team. | Tech, Production | 2 | 3 | 4 | 5 | Creatures animation and a bit of tech | I'm afraid of loosing the keyframe anim. | |||||||||||||||||||||||
58 | 8/3/2020 9:26:50 | Animator | 16-20 Years | Full-time (Permanent) | Indie | North America | White | Man | 41-45 | Married or in a Domestic Partnership | No | Maya | Custom Built | Proprietary | 2 | Programmers | Programmers | Programmers | 3 | 4 | 3 | No | No | 50-75 | 1 | 2-4 | 1 | 0 | 0 | 2-4 | 1 | None | Yes | Outsource Manager | 1 | 1 | Lead | 5 | 5 | 5 | not balancing animation team's workload evenly (only one gameplay animator responsible for hundreds on animations vs 2 cinematic animators) | Production | creative animation vs gameplay needs | 4 | 3 | 5 | 5 | ||||||||||||||||||||||
59 | 8/3/2020 9:27:01 | Animator | 16-20 Years | Freelance | Indie | Europe | White | Man | 41-45 | Married or in a Domestic Partnership | Yes | Sharing with partner/family member | 3ds Max | Out of the box (e.g. HIK, CAT, Biped) | Proprietary | 2 | Animators | Animators | Programmers | 1 | 2 | 1 | No | No | We use proprietary tech and tools (apart from 3ds max) | 11-20 | 1 | 0 | 0 | 0 | 0 | 2-4 | 1 | None | Yes | Checking into source control (e.g. Perforce), Adding to Animation Lists/Sets, Intermediate Complexity Tasks (e.g. update/add to existing state graphs, blends spaces, additives/layers), Advanced Complexity Tasks (e.g. state graph architecture, visual scripting, procedural systems, ik, ragdolls) | 0 | 0 | I work for a small company that uses other small companies, covering various areas of expertise as and when it's needed. | 2 | I'm the only animator and in partnership with the Directors animate and implement animations they require but am also given scope to lead and do anims that i want. | Time required to cover animations and other areas programming. | Production | Making it easy for none "technical" animators to work within the engine. I still feel it's too programmy/scripty and quite jarring coming from a creative experience (animating in 3ds max for example) to suddenly have to deal with getting the anim to work in game. Also allowing animators to work remotely, whilst it's certainly better than it was even a few years ago, companies still want animators onsite. | 1 | 2 | 5 | 5 | Motion matching and machine learning | ||||||||||||||||||||
60 | 8/3/2020 9:27:19 | Animator, Technical Animator | 1-5 Years | Full-time (Permanent) | AAA | North America | White | 26-30 | In a Relationship | No | Maya, Motionbuilder, 3ds Max | Out of the box (e.g. HIK, CAT, Biped) | Proprietary | 2 | 4 | Tools | Animators | Technical Animators | Technical Animators | 1 | 4 | 3 | No | No | 400+ | 16-20 | 5-10 | 1 | 2-4 | 1 | 5-10 | 5 | Optical Motion Capture, Performance Capture | In Studio | A large office space | No | Animation Director | Lead | 1 | 4 | 4 | Hiring senior animators from film/VFX and expecting them to be senior gameplay animators without years of mentorship and training | Hiring | Rising expectations and production costs in the AAA sector | 2 | 2 | 3 | 3 | Motion matching and procedural generation and advancements in AI behaviors | ||||||||||||||||||||
61 | 8/3/2020 9:28:17 | Animator | 6-10 Years | Full-time (Permanent) | AAA | North America | White | Man | 56-60 | Married or in a Domestic Partnership | Yes | Grown children. | Maya | Custom Built | Proprietary | 5 | Technical Animators | Technical Animators | 4 | No | 100-150 | 2-4 | 2-4 | 2-4 | We also use outsourcing. | 5 | Optical Motion Capture | In Town (Internal Partner) | A warehouse | Yes | Lead/Director | Cinematics | Lead Animator, Animation Director | Studio Manager/HR | 1 | 5 | 4 | 2 | 3 | 3 | 4 | ||||||||||||||||||||||||||||
62 | 8/3/2020 9:31:00 | Animator | 11-15 Years | Full-time (Permanent) | Indie | Europe | White | Man | 46-50 | Single | No | Maya | Custom Built | Unreal | 2 | 2 | Animators | Animators | Programmers | 4 | 3 | 4 | No | No | 11-20 | 1 | 1 | 0 | 0 | 0 | 2-4 | 1 | Yes | Animators | Rigging and/or Skinning | 0 | 2-3 | Lead Animator | Studio Manager/HR | 1 | 1 | 5 | 2 | 3 | 3 | 4 | 4 | 5 | |||||||||||||||||||||
63 | 8/3/2020 9:34:51 | Animator | 1-5 Years | Full-time (Permanent) | Online | North America | White | Woman | 26-30 | In a Relationship | No | 3ds Max | Out of the box (e.g. HIK, CAT, Biped) | Unreal | 2 | Technical Animators | Technical Animators | Technical Animators | 3 | 4 | 3 | No | No | 100-150 | 11-15 | 2-4 | 2-4 | 2-4 | 0 | 5-10 | 1 | None | Yes | Outsource Manager | Cinematics, Lower tier skin support secondaries | Tagging | 10+ | 0 | Lead Animator, Lead Technical Animator | Lead | 1 | 5 | 1 | Outdated software and engines... (3ds max biped/ unreal 3) | Tech | overworking/ burnout | 1 | 1 | 1 | 1 | I would like to get back into maya or learn blender. Unreal 4/ Unreal 5 | Outdated software, treatment of women in the industry, etc | Video games are always growing in complexity, and popularity! | ||||||||||||||||
64 | 8/3/2020 9:42:46 | Animator | 1-5 Years | Freelance | Indie | Asia | South Asian | Man | 31-35 | Married or in a Domestic Partnership | No | Maya | Automated/Scripted | Unreal | 3 | 3 | Rigging | 2 | No | No | 1 | 3 | Yes | Outsource Manager | Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs) | 1 | 1 | Lead | 2 | 2 | 2 | 1 | |||||||||||||||||||||||||||||||||||||
65 | 8/3/2020 9:50:36 | Animator | 6-10 Years | Full-time (Temporary/Contract) | AAA | North America | South Asian, East Asian | Woman | 26-30 | Single | No | Maya, Motionbuilder | Custom Built | Proprietary | 2 | Animators | Animators | Animators | 2 | 3 | 3 | Yes | 200-300 | 5-10 | 5-10 | 4 | Performance Capture | In Town (Internal Partner) | Yes | Lead/Director | Cinematics | Lead Animator, Animation Director | Lead | 3 | 3 | 2 | 1 | 2 | 2 | 2 | scripting | a saturated industry | next gen possibilities | ||||||||||||||||||||||||||
66 | 8/3/2020 9:51:57 | Animator | 6-10 Years | Full-time (Permanent) | AAA | North America | African | Man | 31-35 | Single | No | Maya, Motionbuilder | Custom Built | Unreal | 3 | Animators | Animators | Programmers | 2 | 2 | 3 | No | Yes | 76-100 | 5-10 | 0 | 2-4 | 1 | 2-4 | 3 | Inertial Motion Capture (e.g. xsens, rokoko) | In Studio | A large office space | Yes | Lead/Director | Vanity Animations (e.g. Emotes, Dances, Fidgets) | Exporting from DCC | 3-5 | 1 | Lead Animator, Lead Technical Animator | Lead | 3 | 5 | 5 | 4 | 2 | 3 | 2 | |||||||||||||||||||||
67 | 8/3/2020 9:52:11 | Technical Animator | 6-10 Years | Full-time (Permanent) | AAA, Indie, Online | North America | White | Man | 31-35 | In a Relationship | No | Maya | Automated/Scripted | Proprietary | 3 | Rigging | Animators | Animators | Technical Animators | 2 | 3 | 3 | No | No | We have dedicated tools teams for DCC workflow and tools support vs Engine workflows and tools support | 400+ | 11-15 | 0 | 5-10 | 5-10 | 0 | 11-15 | 1 | Yes | Animators | Vanity Animations (e.g. Emotes, Dances, Fidgets), Rigging and/or Skinning | Checking into source control (e.g. Perforce), Exporting from DCC | 10+ | 5-10 | Lead Animator, Lead Technical Animator, Technical Animation Director, Lead Animation Programmer | Lead | 5 | 5 | 5 | 5 | 3 | In driving vision vs production, I’m including driving production toward vision | Tools | Tech | 3 | 3 | 3 | 2 | ||||||||||||||||
68 | 8/3/2020 9:54:19 | Animator | 1-5 Years | Freelance | Indie | Europe | White | Woman | 26-30 | Married or in a Domestic Partnership | No | Maya, Motionbuilder | Out of the box (e.g. HIK, CAT, Biped) | Unreal | 3 | 4 | Animators | Animators | Programmers | 3 | 2 | 3 | Yes | No | 2-5 | 1 | 1 | 1 | 1 | 1 | 1 | 3 | Budget Mocap (kinect, perception neuron, vive vr) | In Studio | A closet | No | Lead/Director | Director | 2 | 2 | 3 | 1 | 3 | 2 | 3 | 2 | 2 | 3 | 3 | ||||||||||||||||||||
69 | 8/3/2020 9:55:15 | Animator | 1-5 Years | Full-time (Permanent) | Mobile | Europe | White | Man | 26-30 | Single | No | Maya | Custom Built | Arnold | 1 | 5-10 | 1 | None | Lead, Director, Studio Manager/HR | 1 | 1 | 1 | 3 | 4 | 4 | ||||||||||||||||||||||||||||||||||||||||||||
70 | 8/3/2020 9:55:15 | Animator | 6-10 Years | Full-time (Permanent) | Virtual betting/gambling games | Europe | White | Woman | 36-40 | Married or in a Domestic Partnership | No | Maya, Motionbuilder | Custom Built | Unity | 2 | Animators | Animators | Programmers | 3 | 1 | 3 | No | No | 6-10 | 2-4 | 2-4 | 0 | 0 | 0 | 2-4 | 2 | Inertial Motion Capture (e.g. xsens, rokoko) | In Town (External Partner) | A warehouse | Size and location depends of project. | No | Lead | 1 | 1 | We have a Technical lead who is also our Senior Game dev. Everything animation related is left for animators to handle in a agreement with the rest of the team. | Understanding about how we do our job. | Production | Abusing the fact that we love our job as an excuse for crunch. | 4 | 3 | 4 | 4 | All Animation 🔄 Game Engine related. I think that my knowledge at the moment is pretty much basic. | Crunch and burnout are the only thing that makes me worry. | Lately I am totaly obsessed with Motion Matching. | |||||||||||||||||||
71 | 8/3/2020 9:57:58 | Animator | 6-10 Years | Full-time (Permanent) | AAA | North America | South Asian | Man | 26-30 | Married or in a Domestic Partnership | No | Maya | Custom Built | Proprietary | 1 | Designers | Programmers | Programmers | 1 | 5 | 3 | No | No | 100-150 | 11-15 | 5-10 | 0 | 0 | 0 | 11-15 | 1 | None | Yes | Outsource Manager | Vanity Animations (e.g. Emotes, Dances, Fidgets), Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs) | Checking into source control (e.g. Perforce) | 5-10 | 0 | Lead Animator | Studio Manager/HR | 1 | 1 | 5 | 3 | 3 | 3 | 3 | ||||||||||||||||||||||
72 | 8/3/2020 9:58:52 | Animator | 11-15 Years | Full-time (Permanent) | North America | White | Man | 36-40 | Single | No | Maya, 3ds Max | mix of out of the box and custom in Other 3dsMax and Maya | Unreal | 2 | Technical Animators | Technical Animators | Technical Animators | 3 | 4 | No | No | 300-400 | 16-20 | 2-4 | 5-10 | 16-20 | 5-10 | Performance Capture, None | In Studio, Fully Remote - Direct Remotely | A bedroom | Yes | Lead/Director | Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), very repetitive stuff and large scale minor tweaks | Lead Animator | Director | 5 | 5 | 1 | 4 | 3 | 4 | volume of tasks | Production | animators and other artists seem to be losing there drive to go above and beyond. | 4 | 3 | 2 | 3 | |||||||||||||||||||||
73 | 8/3/2020 9:59:08 | Animator | Less than 1 Year | Full-time (Permanent) | AAA | North America | Latino/Hispanic | Man | 26-30 | In a Relationship | No | Maya, Motionbuilder | Custom Built | Radiant | 2 | Technical Animators | Technical Animators | Technical Animators | 2 | 4 | 3 | No | No | 100-150 | 5-10 | 0 | 2-4 | 2-4 | 0 | 2-4 | 3 | Inertial Motion Capture (e.g. xsens, rokoko), Performance Capture | Fully Remote - Direct Remotely | A warehouse | Yes | Lead/Director | Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets), Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), AI Gameplay Animations (e.g. attacks, locomotion, multi-character syncs) | Exporting from DCC | 0 | 0 | Lead Animator, Animation Director, Lead Technical Animator | Lead, Director | 2 | 3 | 2 | ||||||||||||||||||||||||
74 | 8/3/2020 10:01:57 | Programmer | 11-15 Years | Full-time (Permanent) | AAA | North America | White | Man | 36-40 | Married or in a Domestic Partnership | Yes | Primary caregiver | Maya, Motionbuilder | Custom Built | Unreal | 2 | 3 | Rigging, Simulation | Animators | Technical Animators | Programmers | 1 | 2 | 4 | No | No | 151-200 | 2-4 | 5-10 | 2-4 | 1 | 1 | 5-10 | 4 | Performance Capture | In Studio, In Town (External Partner) | A large living room | Yes | Outsource Manager | Cinematics, Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs) | Checking into source control (e.g. Perforce) | 10+ | 0 | Lead Animator, Animation Director, Lead Animation Programmer | Lead | 1 | 3 | 5 | 1 | 3 | 3 | 5 | |||||||||||||||||
75 | 8/3/2020 10:03:24 | Animator | 1-5 Years | Full-time (Permanent) | AAA | North America | White | Man | 31-35 | In a Relationship | No | Maya | Custom Built | Proprietary | 3 | Animators | Animators | Technical Animators | 1 | 2 | 3 | No | No | 400+ | 1 | None | Yes | Outsource Manager | Vanity Animations (e.g. Emotes, Dances, Fidgets) | Checking into source control (e.g. Perforce) | Lead Animator, Animation Director, Lead Technical Animator, Technical Animation Director | Lead, Studio Manager/HR | 2 | 5 | 3 | 1 | 2 | 2 | 2 | ||||||||||||||||||||||||||||||
76 | 8/3/2020 10:04:16 | Animator | 1-5 Years | Full-time (Permanent) | AAA | North America | Latino/Hispanic | Man | 36-40 | Divorced | No | I have no child yet | 3ds Max | Biped with custom build | Unreal | 2 | Technical Animators | Technical Animators | Programmers | 2 | 2 | 3 | No | No | 400+ | 11-15 | 0 | 2-4 | 2-4 | 5-10 | 5-10 | 1 | None | Out of Town (External Partner) - Direct in person | A warehouse | Yes | Outsource Manager | Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets) | 5-10 | 0 | Lead | 1 | 3 | 1 | Proper content planning and scheduling | Production | 2 | 2 | 2 | 2 | Tech Art and rigging | Fully automation | The quality bar is raising and that brings exciting challenges and opportunities to grow | ||||||||||||||||
77 | 8/3/2020 10:04:50 | Animator | 16-20 Years | Full-time (Permanent) | AAA | North America | White | Man | 36-40 | Married or in a Domestic Partnership | Yes | Sharing with partner/family member | Maya, Motionbuilder | Automated/Scripted | Unreal | 2 | Animators | Animators | Programmers | 1 | 3 | 2 | I'm an full time Animator who is fluent in Tech Animation as well. So I do Other when it is needed. I feel that animators should be more technical these days in order to be more appealing to game studios. | 76-100 | 2-4 | 1 | 1 | 1 | 1 | 2-4 | 1 | Optical Motion Capture | In Studio | A large living room | Yes | Lead/Director | Vanity Animations (e.g. Emotes, Dances, Fidgets) | 2-3 | 0 | Our external animators just animate In DCC and send it back. We export out and implement ourselves. | Lead Animator | Lead, Director | 1 | 5 | 1 | Our lead communicates with us and we determine time needed for tasks. The lead will determine if that is enough or not and records it in task tracking. | Our project is very tools heavy in the animation department. Which has held the project and pipeline back in some areas. If you update one tool, you have to update them all. Which takes time. | Tech, Production | Steady work. | Production | 2 | 2 | 2 | 2 | Continue growing in animation story telling, and technical animation skills. | ||||||||||||||
78 | 8/3/2020 10:16:37 | Lead/Director | 11-15 Years | Full-time (Permanent) | AAA | North America | White | Man | 36-40 | Married or in a Domestic Partnership | Yes | Sharing with partner/family member | Maya, 3ds Max | Automated/Scripted | Unreal | 4 | Rigging, Tools, Simulation | Animators | Technical Animators | Technical Animators | 2 | 2 | 3 | No | No | 100-150 | 2-4 | 0 | 2-4 | 2-4 | 1 | 2-4 | 2 | Optical Motion Capture | In Studio | A large living room | We use an optitrack system. | Yes | Animators | Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets), AI Gameplay Animations (e.g. attacks, locomotion, multi-character syncs) | Checking into source control (e.g. Perforce) | 5-10 | 1 | Lead Animator, Animation Director | Director | 4 | 4 | 3 | 2 | 2 | Moving to in house vs outsource and the hiring needed to complete that. | Production, Hiring | The sheer amount at quality needed to create a fluid and quality product. | Production, Creative | 3 | 2 | 4 | 3 | Proceduralism, motion matching, machine learning for locomotion. | How the above can affect style. | Solving all of this stuff! It’s exciting times! | ||||||||
79 | 8/3/2020 10:22:19 | Animator | 1-5 Years | Full-time (Permanent) | Online | North America | White | Man | 26-30 | Married or in a Domestic Partnership | No | 3ds Max | Out of the box (e.g. HIK, CAT, Biped) | Unreal | 2 | Technical Animators | Technical Animators | 3 | 3 | No | No | 300-400 | 11-15 | 0 | 2-4 | 1 | None | Yes | Outsource Manager | Lead Animator | Lead | 1 | 5 | 4 | Outdated software | Tech | A fixation on "realistic" or "high fidelity" motion | 2 | 4 | 4 | 4 | Automation, too many games are focusing on making "realistic" character motion. Some games need that kind of animation, but there are others that would greatly benefit from the exaggerated visuals of hand-keyed motion that still opt into using motion capture often for the entirety of their anim sets. Eventually, there won't be a need for teams of animators to clean up or even check motion capture data, technology will outmode this job by making it faster and cheaper. I'm fortunate enough to be working for a company that still values hand-keyed animation, but how long will my job continue to be regarded as worth the cost when a cheaper, faster and easier to implement alternative is made available? | I'm honestly not sure. Games are becoming less and less of a viable space for animators like me. I hope that an oversaturation of motion captured game animation and will revive interest in more exaggerated styles of animation. There are still plenty of games that emphasize a more artistic approach, I hope that begins to trend upward more as people's taste in video games continue to develop and diversify. | ||||||||||||||||||||||||||
80 | 8/3/2020 10:23:28 | Technical Animator | 11-15 Years | Full-time (Permanent) | AAA | North America | White | Man | 36-40 | In a Relationship | No | Maya, Motionbuilder | Custom Built | Proprietary | 1 | 3 | Tools, Automation / Batch Processing | Designers | Designers | Designers | 3 | 5 | 2 | Yes | No | 200-300 | 16-20 | 5-10 | 5-10 | 1 | 2-4 | 11-15 | 3 | Optical Motion Capture, Inertial Motion Capture (e.g. xsens, rokoko), Performance Capture | In Studio, In Town (Internal Partner), Out of Town (Internal Partner) - Direct in person, Fully Remote - Direct Remotely | A warehouse | Yes | Outsource Manager | 0 | Lead Animator, Animation Director | Studio Manager/HR | 5 | 4 | I have a complicated reporting structure as I’m the only person in my role at the studio. I don’t have a lead, I take direction directly from one of the directors. I have a producer that manages my schedule, and a manager that manages 1:1s and career development. Managers at our studio are discipline based: They’re people who have a background in the role you do, but are heavily focused on HR and people development type tasks. | Outdated animation tech, and animators not trained in technical implementation. | Tech, Production | Technical implementation, scope, and at the moment; covid-19 affecting mocap shoots. | Tech, Production, Capture | 2 | 2 | 3 | 3 | Machine learning | Nothing | Higher quality across the board. Machine learning. Automation. | ||||||||||||||
81 | 8/3/2020 10:23:48 | Programmer | 16-20 Years | Full-time (Permanent) | AAA | North America | White | Man | 36-40 | Single | No | Motionbuilder | Custom Built | Proprietary | Animators | Animators | Programmers | 3 | 2 | 4 | Yes | No | 400+ | 5-10 | 2-4 | 5-10 | 2-4 | 5-10 | At my workplace most people with the "Technical Animator" title work in DCCs. Other than that everyone has the title of "Animator" even though there is a wide range in the type of work that they do. Some simply animate, while others are involved in the runtime tools. | 5 | Optical Motion Capture, Inertial Motion Capture (e.g. xsens, rokoko) | Out of Town (Internal Partner) - Direct in person | A large office space | Yes | Lead/Director | Animation cleanup work. | Checking into source control (e.g. Perforce) | 10+ | 0 | We mostly send mocap cleanup work to our external partners. | Lead Animator, Animation Director | 4 | 4 | 3 | Animation memory consumption, being able to quickly acquire new assets. | Tech, Production | The turnaround time to get new animations is too long. Conception -> Waiting for the next mocap shoot -> Cleaning Data -> Putting in game. | Tech, Production, Capture | 1 | 3 | 4 | 3 | How much do other studios care about animation? How do you get your studio to care about animation. | That people will continue not caring about animation quality. | Machine learing possibilities. | ||||||||||||||
82 | 8/3/2020 10:26:14 | Animator | Less than 1 Year | Full-time (Temporary/Contract) | AAA | North America | Middle Eastern | Man | 21-25 | Single | No | Maya | Automated/Scripted | Unreal | 2 | Animators | Technical Animators | Technical Animators | 1 | 2 | No | No | 50-75 | 2-4 | 0 | 2-4 | 2-4 | 2-4 | 2-4 | 4 | Inertial Motion Capture (e.g. xsens, rokoko) | In Town (Internal Partner) | A large office space | Yes | Lead/Director | Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs) | 2-3 | 0 | Lead, Director | 1 | 1 | 3 | 2 | 1 | 1 | 1 | |||||||||||||||||||||||
83 | 8/3/2020 10:26:50 | Animator | 1-5 Years | Full-time (Permanent) | Serious games | North America | White | Man | 26-30 | In a Relationship | No | Blender | Custom Built | Unity | 4 | Animators | 4 | 4 | 4 | No | No | 76-100 | 0 | 2-4 | 0 | 0 | 0 | 2-4 | 1 | No | No lead animator or director, just a manager of the entire art team. | Having poor tools to support animating and implementing into engine. | Tech | Overwork. | 4 | 3 | 4 | 5 | |||||||||||||||||||||||||||||||
84 | 8/3/2020 10:29:02 | 1-5 Years | Full-time (Permanent) | AAA | North America | White | Man | 31-35 | Single | No | Maya, Motionbuilder | Custom Built | Proprietary | Designers | Designers | Programmers | 4 | 4 | 4 | Yes | No | 151-200 | 5-10 | 5-10 | |||||||||||||||||||||||||||||||||||||||||||||
85 | 8/3/2020 10:29:09 | Animator, Technical Animator | 6-10 Years | Full-time (Permanent) | AAA | North America | White | Man | 31-35 | Married or in a Domestic Partnership | Yes | Sharing with partner/family member | Maya | Automated/Scripted | Proprietary | 1 | Rigging | Animators | Animators | Animators | 1 | 2 | 5 | Yes | No | 300-400 | 5-10 | 5-10 | 1 | 0 | 1 | 5-10 | 3 | Optical Motion Capture | In Studio | A large office space | Yes | Animators | just face | 2-3 | 0 | None above applied, all leadership is dispersed evenly across employee peer review, including performance reviews and salary/bonus | Almost nobody makes it through the hiring process | Hiring | Lack of understanding/interest in game design from animators | Production | 5 | 5 | 5 | 5 | Realtime animation techniques to increase complexity of navigation and multi-character interaction (these are to me, the 2 clearly limiting factors in modern animation. I.E. ''He cant walk on that, he cant touch that'') | Design leadership at studios believing that polished animation=game design, a huge fundamental misuse of the power of animation, and a total failure to understand game design (e.g. press A to perform kill move, which has rotted the majority of AAA combat) | Animators learning programming or working directly with gameplay programmers | ||||||||||||||||
86 | 8/3/2020 10:34:59 | Technical Animator | 6-10 Years | Full-time (Permanent) | VR/AR | North America | White | Man | 36-40 | Married or in a Domestic Partnership | Yes | Sharing with partner/family member | Maya, Motionbuilder | Automated/Scripted | Unity | 3 | 3 | Tools, Engine side animation systems, implementation management | Animators | Technical Animators | Programmers | 2 | 4 | 3 | No | Yes | I am actively pursuing Motion Matching for our next gen iteration. There's a large gap in tool development/knowledge base between traditional locomotion and motion matching. Also I feel that studios often invest in DCC tool development rather than engine-side because of the communication gulf between engineers and animators/tech-animators. | 76-100 | 1 | 0 | 2-4 | 1 | 0 | 2-4 | I responded to the questions w each Animator's primary role. However, each animator can generally check 2 of the boxes. | 2 | Previously captured motion library sets. | Out of Town (Internal Partner) - Direct in person | A large living room | As we are pushing into mocap and specifically toward motion matching. We had 100% keyframe motion with a goal of realistic movement, so we began replacing motion selectively w mocap animation (externally and internally authored). It is difficult to access adequate motion sets. Luckily our current project leans toward human combat, so there are some relevant pieces available through rokoko libraries and other sets. | Yes | Lead/Director | Vanity Animations (e.g. Emotes, Dances, Fidgets), DCC Tools | Exporting from DCC, Adding to Animation Lists/Sets | 2-3 | 0 | I feel that we could benefit from external partnerships with rich experience in robust AI locomotion development. But I'm unaware of studios. | Lead Animator, Lead Technical Animator | Director | 2 | 3 | 3 | 4 | 4 | For the responsible for career growth question, please consider adding Self and other. -- GREAT QUESTIONS!! | Adding dynamic and systemic character systems. Animation compression to meet hardware specs when balanced against other systems. | Tech | Extending legacy AAA learning and tooling to lower tier studios. Filling mid-tech engine animation positions. Letting animators Scale any joint (Come on y'all, it's not THAT hard to accommodate, and it would free up animators a ton) Low number of dedicated animation specific engineers. | 3 | 4 | 4 | 5 | Ancillary systems - IK foot correction Effective raycasting (hips vs, root, hands vs shoulder/chest) Clean Retargeting DCC tool suites to improve workflow | Inclusivity (Gender disparity in particular) Accessibility to industry Power structure (animation does NOT have firm place at the table) Studio knowledge loss (we reinvent the wheel ALL the time!) Trolls outside reversing the positive growth Frogs - always worried about frogs. 😁 | Genuinely - the inclusivity from the Animation Devs Twitter community! It means a lot and I can always feel comfortable bringing new people to it. Range of projects with full funding Variety of hardware platforms Pushing stylistic range while maintaining relatively high quality bar | The industry has been in good hands, but I think that we need to extend the circle intentionally through mentorship and letting go of power/authority. | |||
87 | 8/3/2020 10:36:11 | Technical Animator, Lead/Director | 21-25 Years | Full-time (Permanent) | Indie, Online | North America | Latino/Hispanic | Man | 36-40 | Married or in a Domestic Partnership | No | 3ds Max | Custom Built | Unity | 4 | Rigging, Tools, Simulation, Animating | Animators | Technical Animators | Technical Animators | 1 | 3 | 4 | No | No | I'm excited for game engine rigging solutions possibly phasing out DCC for game animators. | 2-5 | 1 | 0 | 1 | 1 | 0 | 1 | 1 | None | Yes | Lead/Director | Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets), Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), AI Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), Rigging and/or Skinning | Exporting from DCC | 3-5 | 0 | Technical Animation Director | Studio Manager/HR | 1 | 2 | 3 | 4 | 3 | Narrative/Vision changes. This causes a lot of finished work to be nullified and adds more work to the scope. | Production, Leadership | We need a union to protect animators and artists from bad business practices. | 1 | 3 | 1 | 1 | Just the basics of animation. After 20 years I feel I can still learn and grow. | Outsourcing animation is so much cheaper we will lose local animation positions, and not gain the creative energy animators bring to a team. | Doing all the keyframe and motion capture directly in engine, making edits while the game is running. | ||||||||||||
88 | 8/3/2020 10:36:52 | Animator | 6-10 Years | Full-time (Permanent) | Online | North America | White | Woman | 36-40 | Married or in a Domestic Partnership | No | 3ds Max | Out of the box (e.g. HIK, CAT, Biped) | Unreal | 2 | Technical Animators | Technical Animators | Programmers | 4 | 3 | 2 | No | No | 400+ | 11-15 | 1 | 0 | 2-4 | 0 | 5-10 | 1 | Yes | Outsource Manager | Cinematics, Rigging and/or Skinning | 5-10 | 0 | Lead Animator, Lead Technical Animator | Lead, Director | 1 | 1 | 3 | 5 | 3 | Giving enough time for the amount of assets we have | Production | 3 | 2 | 3 | 3 | How animations are implemented in engine | lack of stability | The great variety and immersability of games out there | |||||||||||||||||
89 | 8/3/2020 10:37:09 | Animator | Less than 1 Year | Full-time (Temporary/Contract) | AAA | North America | Latino/Hispanic | Man | 26-30 | In a Relationship | No | Maya | Automated/Scripted | Unity | 2 | Animators | Technical Animators | Technical Animators | 3 | 2 | No | No | 21-30 | 2-4 | 0 | 1 | 1 | 1 | 1 | 1 | None | Yes | Outsource Manager | Vanity Animations (e.g. Emotes, Dances, Fidgets) | 3-5 | 0 | Not enough Junior roles. It's difficult to get experience when you require experience and it doesn't seem that Indie is considered experience for most places in my experience. | Hiring | 4 | 1 | 4 | 5 | |||||||||||||||||||||||||||
90 | 8/3/2020 10:40:22 | Lead/Director | 16-20 Years | Full-time (Permanent) | AAA | Europe | White | Man | 46-50 | Married or in a Domestic Partnership | Yes | Co-parenting | Maya, Motionbuilder | Custom Built | Proprietary | 3 | Animators | Animators | Designers | 4 | 4 | 3 | Yes | No | 400+ | 16-20 | 5-10 | 5-10 | 5-10 | 2-4 | 5-10 | 4 | Optical Motion Capture, Inertial Motion Capture (e.g. xsens, rokoko), Performance Capture | In Studio, Out of Town (Internal Partner) - Direct in person | A large office space | Yes | Outsource Manager | Cinematics | Checking into source control (e.g. Perforce) | 3-5 | 0 | Lead Animator, Animation Director, Lead Technical Animator, Technical Animation Director, Lead Animation Programmer | Lead, Director | 1 | 1 | 2 | 4 | 3 | 4 | 2 | 2 | 2 | |||||||||||||||||
91 | 8/3/2020 10:43:34 | Animator | 11-15 Years | Full-time (Permanent) | AAA, Online | North America | White | Man | 36-40 | Married or in a Domestic Partnership | No | Maya | Custom Built | Proprietary | 3 | Animators | Animators | Animators | 1 | 3 | 4 | No | No | 400+ | 5-10 | 0 | 0 | 0 | 1 | 0 | 1 | Yes | Outsource Manager | Vanity Animations (e.g. Emotes, Dances, Fidgets), Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), AI Gameplay Animations (e.g. attacks, locomotion, multi-character syncs) | 5-10 | 0 | Lead Animator | Lead | 1 | 5 | 3 | 1 | 3 | 1 | 2 | ||||||||||||||||||||||||
92 | 8/3/2020 10:43:40 | Animator | 11-15 Years | Full-time (Permanent) | AAA | Europe | White | Man | 36-40 | Married or in a Domestic Partnership | Yes | Sharing with partner/family member | Maya, Motionbuilder | Automated/Scripted | Proprietary | 2 | Animators | Animators | Technical Animators | 1 | 4 | 3 | Yes | Yes | 200-300 | 2-4 | 0 | 2-4 | 2-4 | 1 | 2-4 | 3 | Optical Motion Capture, Performance Capture | In Studio, In Town (Internal Partner) | A bedroom | Lead Animator | Lead | 1 | 5 | 1 | We also have a Principal Animator, same level as a Lead. | 3 | 4 | 1 | 1 | ||||||||||||||||||||||||
93 | 8/3/2020 10:45:04 | Animator | Less than 1 Year | Full-time (Permanent) | Online | North America | White | Man | 31-35 | In a Relationship | No | 3ds Max | Out of the box (e.g. HIK, CAT, Biped) | Unreal | 2 | Technical Animators | 3 | 4 | No | No | 11-15 | 1 | Yes | Lead/Director | secondary overrides for new skins | Lead Animator | Lead | 1 | 1 | Old outdated programs (3ds max 2018/Biped, Unreal 3, same game infrastructure for 7 years) | Tech | 3 | 2 | 2 | |||||||||||||||||||||||||||||||||||
94 | 8/3/2020 10:48:30 | Technical Animator | 6-10 Years | Full-time (Permanent) | AAA | North America | White | Man | 26-30 | In a Relationship | No | Maya, Motionbuilder | Automated/Scripted | Proprietary | 3 | Rigging, Tools, Simulation | Animators | Technical Animators | Programmers | 2 | 3 | 4 | No | No | 400+ | 5-10 | 5-10 | 5-10 | 2-4 | 0 | 5-10 | I'm at a large studio with a 'small feature team' (10-15 people max) mindset around engineers. Animation is seen as a discipline, not a feature so they're also split up amongst teams. This seems to lead to lots of animators & engineers who are interested in X animation feature, or Y graphics feature, but aren't able to tie an animation or graphics ask to their respective small team in a meaningful way. | 4 | Optical Motion Capture, Inertial Motion Capture (e.g. xsens, rokoko) | In Studio | A large living room | Yes | Animators | Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets), Rigging and/or Skinning | Checking into source control (e.g. Perforce), Exporting from DCC | The outsourcing studios we work with don't make it clear how big the team of people they have working on our project at any given moment is. Leads us to not trust the work as much as we don't know who the people are and what skillset they have, or if it's even the same people and they remember our notes from the process last time or they're just getting spun up on the project. We try to learn more about their team makeup, but it's not something they're comfortable with sharing. | Lead Animator, Animation Director, Lead Technical Animator | Lead | 5 | 5 | 4 | 3 | Feature addition to our engine and cross project animation tools support in the DCC | Tech | 3 | 2 | 2 | 1 | game animation runtime systems architecture. I think having a more solid understanding of how engines are built to handle animation would be great, and it'd be easier for me and others to make informed/relevant requests from engineers, or to know what's do-able in the moment vs. pie in the sky. | |||||||||||||||
95 | 8/3/2020 10:50:19 | Animator, Lead/Director | 1-5 Years | Full-time (Permanent) | AAA | Europe | White | Man | 41-45 | Married or in a Domestic Partnership | Yes | External provider (Daycare/Nanny/School) | Maya, Motionbuilder, 3ds Max | Out of the box (e.g. HIK, CAT, Biped) | Anvil | 3 | 4 | Rigging, Tools, Simulation, Scripts | Designers | Technical Animators | Technical Animators | 2 | 4 | 3 | No | No | 400+ | 5-10 | 0 | 2-4 | 2-4 | 0 | 2-4 | 2 | None | Fully Remote - Direct Remotely | Yes | Lead/Director | Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), AI Gameplay Animations (e.g. attacks, locomotion, multi-character syncs) | 10+ | 0 | Lead Animator | Lead, Studio Manager/HR | 1 | 5 | 1 | 4 | 3 | Animation budget | Production | 2 | 4 | 5 | 4 | |||||||||||||||
96 | 8/3/2020 10:50:40 | Technical Animator | 1-5 Years | Full-time (Permanent) | AAA | North America | White | Man | 26-30 | In a Relationship | No | Maya | Automated/Scripted | Proprietary | 2 | Rigging, Tools | Animators | Animators | Programmers | 1 | 5 | 2 | No | No | 300-400 | 5-10 | 0 | 2-4 | 0 | 0 | 5-10 | 3 | Optical Motion Capture | In Studio | A warehouse | Yes | Lead/Director | Rigging and/or Skinning | 0 | 3-5 | Lead Animator, Animation Director, Lead Technical Animator | Lead | 5 | 3 | Animation implementation and engine tools support | Tech | 2 | 3 | 4 | 3 | As a technical animator, what systems others use for automated rigging would be really interesting. | Motion matching and machine learning | |||||||||||||||||
97 | 8/3/2020 10:53:49 | Animator | 11-15 Years | Full-time (Permanent) | AAA | North America | White | Man | 31-35 | Divorced | No | Maya | Automated/Scripted | Unreal | 2 | Rigging, Tools, Simulation | Animators | Animators | Programmers | 4 | 5 | 2 | No | No | 100-150 | 2-4 | 2-4 | 2-4 | 2-4 | 0 | 2-4 | None | Yes | Animators | Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets), Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), AI Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), Rigging and/or Skinning | 2-3 | 1 | Lead Animator | Director | 2 | 1 | 3 | 2 | 4 | Who handles advanced animation implementation | Tech, Production | Creating inclusive/diverse characters | Culture | 2 | 3 | 2 | 2 | Motion Matching | ||||||||||||||||
98 | 8/3/2020 10:54:04 | Animator | 1-5 Years | Full-time (Permanent) | AAA | North America | African | Man | 26-30 | In a Relationship | No | Maya, Motionbuilder | Custom Built | 4 | Animators | Animators | Programmers | 3 | 2 | No | 200-300 | 5-10 | 5-10 | 2-4 | 2-4 | 3 | Performance Capture | A warehouse | Yes | Lead Animator, Animation Director, Lead Technical Animator, Technical Animation Director | Lead, Director, Studio Manager/HR | 3 | 4 | 1 | 1 | 1 | 2 | 2 | |||||||||||||||||||||||||||||||
99 | 8/3/2020 10:56:33 | Animator | 1-5 Years | Full-time (Permanent) | Indie | Europe | Woman | 31-35 | In a Relationship | No | Maya, Blender | Custom Built | Unity | 3 | Animators | Technical Animators | Technical Animators | 2 | 3 | 3 | No | No | 11-20 | 2-4 | 0 | 1 | 1 | 0 | 2-4 | 1 | None | No | Studio Manager/HR | 5 | 1 | Rigging | Tech | 4 | 2 | 5 | 5 | Complex gameplay animations | No job offers where I live | ||||||||||||||||||||||||||
100 | 8/3/2020 11:02:35 | Animator | 1-5 Years | Full-time (Permanent) | AAA | Europe | White | Man | 26-30 | Married or in a Domestic Partnership | Yes | Co-parenting | Maya, Motionbuilder | Custom Built | Frostbite | 3 | Animators | Animators | Animators | 1 | 2 | 3 | Yes | No | 300-400 | 5-10 | 5-10 | 2-4 | 0 | 0 | 5-10 | 4 | Optical Motion Capture | In Studio, In Town (External Partner) | A large living room | Yes | Lead/Director | Gadgets and Weapon reloads | Checking into source control (e.g. Perforce), Exporting from DCC, Adding to Animation Lists/Sets, Tagging, Intermediate Complexity Tasks (e.g. update/add to existing state graphs, blends spaces, additives/layers) | 2-3 | 1 | Lead Animator, Animation Director, Lead Technical Animator | Studio Manager/HR | 1 | 3 | 3 | New project with no legacy stuff. Basically Rebuilding everything from scratch | Tech, Production | 3 | 2 | 2 | 1 | New animation tech |