ABCDEFGHIJKLMNOPQRSTUVWXYZAAABACADAEAFAGAHAIAJAKALAMANAOAPAQARASATAUAVAWAXAYAZBABBBCBDBEBFBGBHBIBJBKBLBMBNBOBPBQ
1
TimestampWhat 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 ethnicityOptional - 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 6:55:43Lead/Director11-15 YearsFull-time (Permanent)AAANorth AmericaWhiteMan36-40Married or in a Domestic PartnershipNoMaya, MotionbuilderAutomated/ScriptedProprietary3AnimatorsAnimatorsTechnical Animators144YesYes200-3005-1015-105-1002-4
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 warehouseYesOutsource 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
3432332
3
8/3/2020 7:30:35Animator1-5 YearsFull-time (Permanent)AAAEuropeWhiteWoman31-35SingleNoMaya, MotionbuilderCustom BuiltProprietary3AnimatorsDesignersProgrammers152151-2002-412-42-42-42-43Optical Motion CaptureA warehouseYesAnimators
Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets)
0
Lead Animator, Lead Technical Animator
Lead113334how 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 7:31:11Technical Animator1-5 YearsFull-time (Permanent)AAA, IndieEuropeWhiteMan26-30In a RelationshipNoMaya, 3ds MaxAutomated/ScriptedUnreal24Rigging, ToolsTechnical AnimatorsTechnical AnimatorsProgrammers223NoNo100-150101102-4NoneYesLead/Director
Cinematics, Rigging and/or Skinning
Checking into source control (e.g. Perforce), Exporting from DCC
10Director55
Achieving AAA quality with a small team i.e. supply.
Production, Creative
Technical animation skill shortage.
5154In 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 7:31:19Animator1-5 YearsFreelanceIndieOceaniaSouth AsianMan26-30SingleNoMayaAutomated/ScriptedUnreal4AnimatorsAnimatorsProgrammers234NoNo6-102-4000011YesLead/Director00Lead, Director111
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.
1244
6
8/3/2020 7:32:02Animator, Technical Animator6-10 YearsFull-time (Permanent)AAA, IndieNorth AmericaWhiteWoman26-30In a RelationshipNoMayaCustom BuiltUnreal23RiggingAnimatorsAnimatorsDesigners324NoNo11-201011011NoneYesProducer
Cinematics, Rigging and/or Skinning
Checking into source control (e.g. Perforce), Exporting from DCC
11Lead AnimatorLead14511
Implementation with gameplay
TechUnique styles 4334Motion capture solutions for solo animators Outsourcing Cheaper and more accessible mocap
7
8/3/2020 7:33:09Animator1-5 YearsFull-time (Permanent)AAANorth AmericaWhiteMan26-30In a RelationshipNo
Sharing with partner/family member
Maya, MotionbuilderCustom BuiltUnreal33RiggingAnimatorsAnimatorsTechnical Animators233NoNo76-1002-42-41102-41NoneYesLead/Director
Cinematics, Rigging and/or Skinning
Checking into source control (e.g. Perforce)
3-50Animation DirectorDirector4434443timeProduction4224
8
8/3/2020 7:40:14Animator, Technical Animator1-5 Years
Full-time (Temporary/Contract)
IndieEuropeWhiteMan21-25SingleNoMaya, Blender, 3ds MaxCustom BuiltUnity22RiggingAnimatorsAnimatorsProgrammers233NoNo6-10101001
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.
1NoneYesProducer
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)
00Studio Manager/HR222
Lack of direction on what to work on next, alongside lack of deadline for current work
Production, Leadership2343
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 7:40:39Animator6-10 YearsFull-time (Permanent)AAANorth AmericaMiddle EasternMan36-40Married or in a Domestic PartnershipYesMayaCustom BuiltProprietary2AnimatorsAnimatorsTechnical Animators333NoNo200-3005-105-102-42-42-42-44
Optical Motion Capture, Inertial Motion Capture (e.g. xsens, rokoko), Performance Capture
In StudioA warehouseYesLead/DirectorCinematics
Checking into source control (e.g. Perforce)
10+3-5
Lead Animator, Animation Director, Lead Technical Animator, Lead Animation Programmer
Lead151Crunch ProductionCrunchProduction2213Motion matching
10
8/3/2020 7:41:08Animator, Technical Animator1-5 YearsFull-time (Permanent)IndieEuropeWhiteWoman26-30SingleNoMayaCustom BuiltUnity22Rigging, ToolsAnimatorsAnimatorsTechnical Animators131NoNo151-2002-400001
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.
1Optical Motion CaptureIn StudioA large office spaceYesProducerRigging and/or Skinning
Checking into source control (e.g. Perforce)
00Lead353Team 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.
4345Proper motion capture editing and working with motion matching dataThat keyframe or stylized animation will cease to existSeeing how motion matching will evolve
11
8/3/2020 7:43:47Lead/Director21-25 YearsFull-time (Permanent)IndieNorth AmericaWhiteMan41-45Married or in a Domestic PartnershipYesCo-parentingMayaCustom BuiltUnreal33ToolsAnimatorsAnimatorsAnimators133NoNo21-30000012-41NoneIn StudioA large living roomNo00
Lead Animator, Animation Director
Director11143231121
12
8/3/2020 7:47:31Animator16-20 YearsFull-time (Permanent)AAANorth AmericaWhiteMan36-40Married or in a Domestic PartnershipYes
Sharing with partner/family member
Maya, Motionbuilder, 3ds MaxCustom BuiltProprietary2AnimatorsAnimatorsProgrammers223NoNo300-4005-102-42-42-42-42-43
Optical Motion Capture, Performance Capture
In Studio, Out of Town (External Partner) - Direct in person
A large office spaceYesAnimators
Cinematics, AI Gameplay Animations (e.g. attacks, locomotion, multi-character syncs)
Lead Animator, Lead Technical Animator
Lead, Studio Manager/HR
3443324
13
8/3/2020 7:48:07
Animator, Technical Animator, Lead/Director
11-15 YearsFull-time (Permanent)AAANorth AmericaWhiteMan36-40Married or in a Domestic PartnershipYes
Sharing with partner/family member
Maya, MotionbuilderCustom BuiltProprietary22Tools, Desk side support and more complex engine setupsAnimatorsAnimatorsTechnical Animators123NoNo400+11-155-105-102-4012
Optical Motion Capture, Inertial Motion Capture (e.g. xsens, rokoko), Performance Capture
In StudioA large office spaceYesAnimators
Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets)
2-30
Lead Animator, Lead Technical Animator
Lead, Studio Manager/HR
35242
Game has stabilized so no support for improving systems
Production4343
14
8/3/2020 7:50:15Animator, Technical Animator6-10 Years
Full-time (Temporary/Contract)
IndieNorth America41-45SingleNoMayaAutomated/ScriptedUnity33Rigging, SimulationTechnical AnimatorsTechnical AnimatorsTechnical Animators221NoNo6-102-42-410011YesLead/DirectorCinematics
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)
2-3013
15
8/3/2020 7:54:07Lead/Director6-10 YearsFull-time (Permanent)AAAEuropeWhiteMan36-40Married or in a Domestic PartnershipYes
External provider (Daycare/Nanny/School)
MayaAutomated/ScriptedProprietary2AnimatorsAnimatorsTechnical Animators312NoNo76-10011-152-42-4112-41NoneYesLead/Director
Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets)
Checking into source control (e.g. Perforce)
5-100
Lead Animator, Animation Director
Lead, Director, Studio Manager/HR
31452
Number of resources needed
Production
Lack of stylized cartoony animation
Creative1213Machine Learning, Increasing quality of characters and rigs
16
8/3/2020 7:56:34
Animator, Technical Animator, Lead/Director
6-10 YearsFull-time (Permanent)AAANorth AmericaWhiteMan26-30Married or in a Domestic PartnershipNoMaya, MotionbuilderAutomated/ScriptedUnreal24Debugging/pipeline evaluationAnimatorsTechnical AnimatorsTechnical Animators233NoNo400+5-102-42-42-42-42-44
Optical Motion Capture, Performance Capture
In StudioA large office spaceYesLead/Director
Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets), Rigging and/or Skinning
Checking into source control (e.g. Perforce), Exporting from DCC
5-102-3
Lead Animator, Lead Technical Animator, Lead Animation Programmer
Lead2434
Conservative technical leadership, and lack of animators
Leadership, Tech, Production
Performance in gameplay, though motion matching is improving that.
Tech4352Physics based DCCToxic users and burnout"prestige games" driving tech forward.
17
8/3/2020 8:13:36Animator1-5 YearsFull-time (Permanent)AAANorth AmericaWhiteWoman26-30SingleNoMotionbuilderCustom BuiltProprietary2AnimatorsAnimatorsTechnical Animators35YesNo400+16-2020+2-40115Performance CaptureIn StudioA warehouseYesAnimators
Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets), AI Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), Minigame animations
Lead Animator, Animation Director
Lead552
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
CreativeStability and scope. 4235Rigging, 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 8:16:10Animator1-5 YearsFull-time (Permanent)AAA, IndieEuropeWhiteMan31-35SingleNoMotionbuilderA mix of modified HIK and custom built.Proprietary3AnimatorsAnimatorsTechnical Animators22NoNo100-1502-411102-43
Optical Motion Capture, Inertial Motion Capture (e.g. xsens, rokoko)
In Studio, In Town (External Partner)
A bedroomNoLead AnimatorLead23
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, Creative1211Motion matchingScope 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 8:16:58Lead/Director16-20 YearsFull-time (Permanent)VR/ARNorth AmericaWhiteMan41-45Married or in a Domestic PartnershipYesCo-parentingMayaCustom BuiltProprietary3AnimatorsAnimatorsTechnical Animators234YesYes31-502-40112-42-43
Optical Motion Capture, Performance Capture, Video/Markerless Capture
In Studio, In Town (External Partner), Fully Remote - Direct Remotely
A large office spaceYesProducer
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)
2-31Lead AnimatorLead5123
Technical & engine support
Tech
Violence-oriented subject matter
1221Scripting & implementationMore contract-oriented workforce and less permanent jobs with benefitsIf 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 8:21:17Animator, Lead/Director11-15 YearsFull-time (Permanent)AAANorth AmericaWhiteMan31-35Married or in a Domestic PartnershipYesCo-parentingMaya, MotionbuilderAutomated/ScriptedUnreal2AnimatorsAnimatorsTechnical Animators332NoNo100-1501111014
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
YesLead/DirectorCinematics
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 Animator44333We're still early in development, so I'm sure the answers will change as we build out our team and production ramps upQuality animation at scaleCreative3334
21
8/3/2020 8:22:36Animator1-5 YearsFull-time (Permanent)IndieEuropeWhiteMan26-30Married or in a Domestic PartnershipNoMayaCustom BuiltUnreal2Technical AnimatorsTechnical AnimatorsProgrammers32NoNoConvinced our 4 member anim team to use animbot which is awesome31-502-401102-41NoneYesAnimatorsRigging and/or Skinning00
Lead Animator, Lead Technical Animator
Lead142234Engine integration, pipeline, state machines, gameplay animAI replaces me - at least for realistic animationAI replaces animators so I can do animations for home game project
22
8/3/2020 8:24:47Animator1-5 YearsFull-time (Permanent)AAANorth AmericaWhiteWoman21-25In a RelationshipNo3ds MaxOut of the box (e.g. HIK, CAT, Biped)Unreal2Technical AnimatorsTechnical Animators53151-20011-1502-4001YesOutsource ManagerSecondary animationLead AnimatorLead154
Making time for polished animations. We are always behind.
Creative, ProductionDiversity.4435How 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 8:29:43Technical Animator, Lead/Director11-15 YearsFull-time (Permanent)
Real money, skill-based (casino, web, mobile)
North AmericaLatino/HispanicMan36-40Married or in a Domestic PartnershipYesCo-parentingMayaCustom BuiltUnity44Rigging, Simulation, Animation, Modeling, surfacing, lighting, optimization, FX, shadersTechnical AnimatorsTechnical AnimatorsTechnical Animators343NoNo21-302-42-41105-101None
In Town (External Partner), Out of Town (External Partner) - Direct in person, Fully Remote - Direct Remotely
YesLead/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)
5-105-10
Lead Animator, Lead Technical Animator
Lead, Director, Studio Manager/HR
11312Time, manpower Production5345Coding / scriptingOutsourcing for “low wage work”Engine innovation
24
8/3/2020 8:31:45Animator6-10 YearsFull-time (Permanent)AAAEuropeMixedMan26-30In a RelationshipNoMaya, MotionbuilderOut of the box (e.g. HIK, CAT, Biped)Unreal4AnimatorsAnimatorsTechnical Animators222NoNo151-2002-4012-415-104
Inertial Motion Capture (e.g. xsens, rokoko)
In StudioA large living roomNo00
Lead Animator, Animation Director
Lead231
Pipeline, Space for Capture
Tech, CaptureVolume vs QualityProduction, Creative3243Virtual ProductionBudget vs Requirements Muscle Sim, Runtime Editing
25
8/3/2020 8:32:15AnimatorLess than 1 Year
Full-time (Temporary/Contract)
Indie, MobileNorth AmericaWhiteMan21-25SingleNoMayaCustom BuiltGodot2ProgrammersTechnical AnimatorsProgrammers142NoNo6-102-411102-41NoDirector2424342
26
8/3/2020 8:32:58Lead/Director11-15 YearsFull-time (Permanent)AAAEuropeWhiteMan31-35In a RelationshipNoMaya, MotionbuilderCustom BuiltProprietary3AnimatorsAnimatorsTechnical Animators143YesNo76-1002-412-42-412-43
Optical Motion Capture, Performance Capture
In Studio, Out of Town (External Partner) - Direct in person
A large living roomNo00
Lead Animator, Lead Technical Animator
Lead152451222
27
8/3/2020 8:33:42Lead/Director, ProducerLess than 1 YearFull-time (Permanent)IndieNorth AmericaLatino/HispanicMan21-25SingleNoMaya, BlenderCustom BuiltUnreal2AnimatorsAnimatorsProgrammers313NoNo6-10101002-41NoneNo00Lead AnimatorDirector551153
amount of characters vs only being one animator
Production
Blender implementation with UE4 is still a bit troublesome, especially with stretchy bones
2131Unreal Engine 5
28
8/3/2020 8:37:17Animator1-5 YearsFull-time (Permanent)
AAA, Mobile, Online
EuropeWhiteMan31-35In a RelationshipNoMayaIn house scripted rigs. I use mGear in my project.
Company has a proprietary engine. My team uses Unity.
3AnimatorsAnimatorsProgrammers135NoNoI am a lone animator on my project, I rig and animate everything myself.100-15010102-41YesProducer
Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs)
Exporting from DCC00Studio Manager/HR335
Properly addressing technical debt and getting leadership to understand that it is important.
Tech, Leadership4355
29
8/3/2020 8:39:37Animator, Lead/Director6-10 YearsFull-time (Permanent)IndieEuropeMan31-35In a RelationshipNoMaya, 3ds MaxAutomated/ScriptedUnity3ProgrammersProgrammersProgrammers424NoNo11-201100011NoneNo00
Lead Animator, Animation Director
Director55111221211
30
8/3/2020 8:40:09Technical AnimatorLess than 1 YearFull-time (Permanent)AAANorth AmericaWhiteMan26-30Married or in a Domestic PartnershipNoMayaAutomated/ScriptedProprietary2Rigging, Tools, SimulationAnimatorsTechnical AnimatorsTechnical Animators342YesNo200-300101002-42None
Fully Remote - Direct Remotely
A warehouseYesOutsource ManagerRigging and/or Skinning
Checking into source control (e.g. Perforce), Exporting from DCC, Tagging
00Lead AnimatorLead3251243Runtime rigs
31
8/3/2020 8:41:36Technical Animator6-10 YearsFull-time (Permanent)AAAEuropeWhiteMan26-30SingleMaya, MotionbuilderAutomated/ScriptedUnreal33Rigging, ToolsAnimatorsAnimatorsTechnical Animators324YesYes76-1005-102-42-42-412-4
Optical Motion Capture, Inertial Motion Capture (e.g. xsens, rokoko)
In Studio, Fully Remote - Direct Remotely
A large office spaceYesLead/Director4D capture
Checking into source control (e.g. Perforce)
00Animation DirectorDirector223
Data acquisition and accuracy of retargets
Capture
Making mocap not feel like motion capture
Capture, Creative2224Over reliance on motion capture and AI
32
8/3/2020 8:41:40Lead/Director16-20 YearsFull-time (Permanent)AAA, IndieEuropeWhiteMan41-45Married or in a Domestic PartnershipYesPrimary caregiverMaya, MotionbuilderCustom BuiltUnreal3AnimatorsTechnical AnimatorsTechnical Animators323NoNo100-15011-155-102-42-412-43Optical Motion Capture
Out of Town (External Partner) - Direct in person
A warehouseYesLead/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)
5-101
Animation Director, Lead Technical Animator
Studio Manager/HR2224344
Code support / Gameplay programmers
Tech
Designers understanding the value and how to use animation correctly
3343
33
8/3/2020 8:42:00Animator6-10 YearsFull-time (Permanent)AAAEuropeMiddle EasternMan26-30In a RelationshipNoMaya, BlenderCustom BuiltUnreal3AnimatorsAnimatorsAnimators222NoYes100-1502-401102-4
Inertial Motion Capture (e.g. xsens, rokoko)
In StudioA large living roomNoLead/Director
Animation Director, Lead Technical Animator
Lead, Director3532355
34
8/3/2020 8:43:25AnimatorOver 25 YearsFull-time (Permanent)AAAEuropeWhiteMan46-50In a RelationshipNoMaya, MotionbuilderCustom BuiltUnreal2Technical AnimatorsTechnical AnimatorsTechnical Animators343NoNo100-1502-42-42-412-42-42
Optical Motion Capture, Inertial Motion Capture (e.g. xsens, rokoko)
In Studio, Fully Remote - Direct Remotely
A large office spaceYesLead/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+0Animation DirectorLead, Director113CinematicsCreative
Animation implementation.
Tech4244
35
8/3/2020 8:43:55Animator1-5 YearsFreelanceIndieNorth AmericaAfricanMan31-35SingleNoMaya, 3ds MaxCustom BuiltUnreal2AnimatorsAnimatorsTechnical Animators33NoNo11-202-4010011NoneYesLead/DirectorLead AnimatorLead331Implementation Tech
hiring junior animators that have potential but there only seeking veterans or animation's that look grounded
2133
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 8:44:37Animator, Lead/Director6-10 YearsFull-time (Permanent)AAA, Indie, AAEuropeMiddle EasternMan31-35In a RelationshipNoBlenderCustom BuiltUnity1AnimatorsProgrammersProgrammers322NoNo21-301100113
Optical Motion Capture, Video/Markerless Capture
Out of Town (External Partner) - Direct in person
A warehouseYesLead/Director2-30
Lead Animator, Animation Director
Studio Manager/HR212423
amount of animation, overall time and the balance between Gamedesign, Code and Animators.
Production3222better tools for blender animationanimator gets replaced by procedural generated animationmore realistic animation systems - mirroring reality.
37
8/3/2020 8:45:23Animator, Technical Animator1-5 YearsFull-time (Permanent)IndieEuropeSouth AsianMan31-35Married or in a Domestic PartnershipNoMaya, BlenderAutomated/ScriptedUnreal25Rigging, ToolsTechnical AnimatorsTechnical AnimatorsTechnical Animators213NoNo6-102-42-41102-41NoneYesLead/DirectorMusic and Audio00
Animation Director, Technical Animation Director
Lead, Director, Studio Manager/HR
11233231211Procedural Animation and machine learning
38
8/3/2020 8:45:37Animator1-5 YearsFull-time (Permanent)AAAEuropeWhiteMan26-30In a RelationshipNoMaya, MotionbuilderCustom BuiltUnreal3AnimatorsAnimatorsProgrammers355NoNo50-752-401102-44
Optical Motion Capture, Inertial Motion Capture (e.g. xsens, rokoko)
Out of Town (External Partner) - Direct in person
A warehouseYesAnimators
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
2-30Lead AnimatorLead13
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)
Production5355Camera 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 8:46:29Lead/Director6-10 YearsFull-time (Permanent)AAAEuropeWhiteMan31-35Married or in a Domestic PartnershipYesPrimary caregiverMaya, MotionbuilderCustom BuiltProprietary2AnimatorsAnimatorsTechnical Animators234NoNo400+11-1520+02-42-411-154Optical Motion CaptureIn StudioA warehouseYesLead/Director
Cinematics, AI Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), Retargets
Checking into source control (e.g. Perforce)
2-30Lead AnimatorDirector1342
Blending between systems. Multiple bodytypes. Seamlessness overall.
Tech
Price of realism. Real-time rigs in 3d software.
Tech, Production1241Programming, 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 8:46:57Animator, Technical Animator1-5 YearsFull-time (Permanent)AAA, VR/ARNorth AmericaWhiteMan26-30Married or in a Domestic PartnershipNoMayaRed9Unreal24Tools, ImplementationTechnical AnimatorsTechnical AnimatorsTechnical Animators234NoNo50-752-401102-4There are no animation programmers, but we have engineers that are somewhat experienced with implementing animation.4
Inertial Motion Capture (e.g. xsens, rokoko)
In StudioA large office spaceYesLead/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)
11I’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
12
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.
3232Motion matching and machine learning.
41
8/3/2020 8:47:15Animator11-15 YearsFull-time (Permanent)AAAEuropeWhiteMan36-40In a RelationshipNoMaya, MotionbuilderCustom BuiltProprietary2AnimatorsAnimatorsTechnical Animators223NoNo200-30011-155-105-102-42-45-103
Optical Motion Capture, Performance Capture
In Studio, Out of Town (External Partner) - Direct in person
A large office spaceYesOutsource ManagerCinematics
Checking into source control (e.g. Perforce), Adding to Animation Lists/Sets
10+0Lead AnimatorStudio Manager/HR53332
Innovation and tech support
Tech, Creative
Pushing the bar and quality.. relying too much on quantity and mocap
Production, Capture, Creative2422Quantity vs QualityNew creative solutions and gameplay
42
8/3/2020 8:47:59Animator11-15 YearsFull-time (Permanent)AAANorth AmericaWhiteMan36-40Married or in a Domestic PartnershipYes
Sharing with partner/family member
Maya, Motionbuilder, Unreal EngineCustom BuiltUnreal2AnimatorsAnimatorsTechnical Animators12NoNo400+5-105-103
Optical Motion Capture, Inertial Motion Capture (e.g. xsens, rokoko), Performance Capture, Budget Mocap (kinect, perception neuron, vive vr)
In Town (Internal Partner)A warehouseYesCinematics51124
43
8/3/2020 8:48:20Animator1-5 Years
Full-time (Temporary/Contract)
IndieNorth AmericaMan21-25SingleNoMayaAutomated/ScriptedUnity1ProgrammersProgrammersProgrammers3NoNo11-202-42-410011NoLead AnimatorStudio Manager/HR1552345
44
8/3/2020 8:51:01Technical Animator, Programmer11-15 YearsFull-time (Permanent)IndieNorth AmericaWhiteMan36-40Married or in a Domestic PartnershipYesCo-parentingMaya, MotionbuilderCustom BuiltUnity55ToolsAnimatorsAnimatorsTechnical Animators434NoNo11-202-402-4102-43
Optical Motion Capture, Inertial Motion Capture (e.g. xsens, rokoko)
In Town (External Partner)A large living roomYesLead/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)
10
Lead Animator, Animation Director
21144131232
45
8/3/2020 9:01:31Animator1-5 YearsFull-time (Permanent)AAAEuropeWhiteWoman21-25In a RelationshipNoMayaProprietary2AnimatorsProgrammers222NoNo400+11-152-42-41113Optical Motion CaptureIn Town (Internal Partner)A warehouseYesLead/Director
AI Gameplay Animations (e.g. attacks, locomotion, multi-character syncs)
Checking into source control (e.g. Perforce), Exporting from DCC
2-30Lead AnimatorLead54
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.
2311More 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 9:01:49Animator1-5 YearsFull-time (Permanent)AAANorth AmericaWhite, FilipinoMan21-25Married or in a Domestic PartnershipNoMayaCustom BuiltProprietary3AnimatorsAnimatorsProgrammers123200-30011-1511-155-105-102-42-43Performance CaptureIn Town (Internal Partner)A warehouseNoOutsource ManagerCinematics
Lead Animator, Animation Director
Lead, Director, Studio Manager/HR
3532322
47
8/3/2020 9:02:09Animator1-5 YearsFreelanceIndieEuropeWhiteMan26-30In a RelationshipNoBlenderAutomated/ScriptedUnity1ProgrammersProgrammersProgrammers233NoNoMy job title is not "technical animator" but I did script a rigging tool to transfer all our animation pipeline from Maya to Blender.21-3010002-42-41NoneNo
Lead Animator, Lead Technical Animator
22313
Lack of animators to discuss animation with and grow.
CreativeNothing in particular.2252motion captureNothing in particular.game engine rigging
48
8/3/2020 9:08:58Technical Animator1-5 YearsFull-time (Permanent)AAAEuropeWhiteMan21-25SingleNoMaya, Motionbuilder, 3ds MaxCustom BuiltUnreal33
Rigging, Tools, Simulation, R&D, State machines, integration (gameplay+cinematics), automation pipelines, ragdolls, dynamics, shaders
AnimatorsTechnical AnimatorsTechnical Animators115NoNo100-1502-401111Optical Motion Capture
Out of Town (External Partner) - Direct in person
A warehouseYesLead/Director
Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets)
Checking into source control (e.g. Perforce), Exporting from DCC
10+0Animation DirectorDirector111quantity vs qualityProduction, Creative
Either been too reliant on it, or not respecting it
3222procedural animationbenchmarks 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 9:10:26Animator16-20 YearsFull-time (Permanent)AAAEurope36-40Married or in a Domestic PartnershipNoMaya, MotionbuilderCustom BuiltProprietary5AnimatorsAnimatorsAnimators123YesNo300-40011-155-102-4102-4Optical Motion Capture
In Studio, In Town (External Partner)
A large office spaceYesLead/Director
Cinematics, Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs)
Exporting from DCC2-30
Lead Animator, Animation Director, Lead Technical Animator
Director222
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
4343
50
8/3/2020 9:14:30Technical Animator6-10 YearsFull-time (Permanent)
AAA, Engine/3rd Party Tools
North AmericaWhite
Non-Binary, Trans
26-30SingleNoUnity4Rigging, Tools143400+Lead151
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.
3323Implementation, 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 9:15:02Technical Animator6-10 YearsFull-time (Permanent)IndieNorth AmericaWhiteMan31-35Married or in a Domestic PartnershipNoMaya, 3ds MaxAutomated/ScriptedUnreal3Rigging, Tools, SimulationAnimatorsTechnical AnimatorsTechnical Animators212YesNo
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.
11-20101102-41NoneYesLead/Director
Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets)
Checking into source control (e.g. Perforce), Exporting from DCC
10Director113
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, Outsource2232
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 9:16:04Animator6-10 YearsFull-time (Permanent)IndieNorth AmericaSouth Asian, East AsianMan36-40Married or in a Domestic PartnershipNoMayaOut of the box (e.g. HIK, CAT, Biped)Proprietary 33Some rigging, modeling and rendering AnimatorsAnimatorsDesigners151NoNo11-20100000I'm the closet thing to being the technical animator in the studio2
Budget Mocap (kinect, perception neuron, vive vr)
Fully Remote - Direct Remotely
A bedroomNoDirector51
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.
3345Engine 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 9:16:19Programmer1-5 YearsFull-time (Permanent)AAAEuropeWhiteMan21-25In a RelationshipNoMotionbuilder, 3ds MaxCustom BuiltProprietaryToolsAnimatorsAnimatorsProgrammers322YesYes400+00002-420+4
Inertial Motion Capture (e.g. xsens, rokoko), Performance Capture, Video/Markerless Capture
In Studio, Fully Remote - Direct Remotely
A warehouseNo
Lead Animation Programmer
Lead1541222
54
8/3/2020 9:21:17Animator6-10 YearsFull-time (Permanent)AAANorth AmericaWhiteMan26-30Married or in a Domestic PartnershipNoMaya, MotionbuilderAutomated/ScriptedUnreal3Rigging, Tools, SimulationAnimatorsAnimatorsTechnical Animators13NoYes76-1005-1012-4112-43
Optical Motion Capture, Video/Markerless Capture
In Town (Internal Partner)A large office spaceYesOutsource Manager
Vanity Animations (e.g. Emotes, Dances, Fidgets)
Exporting from DCC2-30
Lead Animator, Lead Technical Animator
Lead15143524222
55
8/3/2020 9:22:45Programmer6-10 YearsFull-time (Permanent)AAAEuropeMan31-35Married or in a Domestic PartnershipYesMaya, Motionbuilder, BlenderCustom BuiltProprietaryAnimatorsTechnical AnimatorsProgrammers534NoYes100-1502-4102-4113
Inertial Motion Capture (e.g. xsens, rokoko)
In Town (External Partner)A large office spaceNo
Lead Animator, Lead Technical Animator
Lead5523245Machine Learning
56
8/3/2020 9:24:41Animator11-15 YearsFull-time (Permanent)MobileSouth AmericaIndigenousMan36-40SingleNoMayaCustom BuiltUnity4AnimatorsAnimatorsProgrammers123NoNo100-1502-4100111YesAnimators
Cinematics, Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), Rigging and/or Skinning
2-30Lead AnimatorStudio Manager/HR525442223
57
8/3/2020 9:26:32Animator1-5 YearsFull-time (Permanent)AAAEuropeWhiteMan31-35In a RelationshipNoMaya, BlenderCustom BuiltUnity4AnimatorsAnimatorsProgrammers333NoNo50-755-102-40002-41
Fully Remote - Direct Remotely
NoLead Animator
Lead, Studio Manager/HR
252
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, Production2345Creatures animation and a bit of techI'm afraid of loosing the keyframe anim.
58
8/3/2020 9:26:50Animator16-20 YearsFull-time (Permanent)IndieNorth AmericaWhiteMan41-45Married or in a Domestic PartnershipNoMayaCustom BuiltProprietary2ProgrammersProgrammersProgrammers343NoNo50-7512-41002-41NoneYesOutsource Manager11Lead555
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
4355
59
8/3/2020 9:27:01Animator16-20 YearsFreelanceIndieEuropeWhiteMan41-45Married or in a Domestic PartnershipYes
Sharing with partner/family member
3ds MaxOut of the box (e.g. HIK, CAT, Biped)Proprietary2AnimatorsAnimatorsProgrammers121NoNoWe use proprietary tech and tools (apart from 3ds max) 11-20100002-41NoneYes
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)
00I work for a small company that uses other small companies, covering various areas of expertise as and when it's needed.2I'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.
1255Motion matching and machine learning
60
8/3/2020 9:27:19Animator, Technical Animator1-5 YearsFull-time (Permanent)AAANorth AmericaWhite26-30In a RelationshipNoMaya, Motionbuilder, 3ds MaxOut of the box (e.g. HIK, CAT, Biped)Proprietary24ToolsAnimatorsTechnical AnimatorsTechnical Animators143NoNo400+16-205-1012-415-105
Optical Motion Capture, Performance Capture
In StudioA large office spaceNoAnimation DirectorLead144
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
2233Motion matching and procedural generation and advancements in AI behaviors
61
8/3/2020 9:28:17Animator6-10 YearsFull-time (Permanent)AAANorth AmericaWhiteMan56-60Married or in a Domestic PartnershipYesGrown children.MayaCustom BuiltProprietary5Technical AnimatorsTechnical Animators4No100-1502-42-42-4We also use outsourcing. 5Optical Motion CaptureIn Town (Internal Partner)A warehouseYesLead/DirectorCinematics
Lead Animator, Animation Director
Studio Manager/HR1542334
62
8/3/2020 9:31:00Animator11-15 YearsFull-time (Permanent)IndieEuropeWhiteMan46-50SingleNoMayaCustom BuiltUnreal22AnimatorsAnimatorsProgrammers434NoNo11-20110002-41YesAnimatorsRigging and/or Skinning02-3Lead AnimatorStudio Manager/HR115233445
63
8/3/2020 9:34:51Animator1-5 YearsFull-time (Permanent)OnlineNorth AmericaWhiteWoman26-30In a RelationshipNo3ds MaxOut of the box (e.g. HIK, CAT, Biped)Unreal2Technical AnimatorsTechnical AnimatorsTechnical Animators343NoNo100-15011-152-42-42-405-101NoneYesOutsource Manager
Cinematics, Lower tier skin support secondaries
Tagging10+0
Lead Animator, Lead Technical Animator
Lead151
Outdated software and engines... (3ds max biped/ unreal 3)
Techoverworking/ burnout1111I would like to get back into maya or learn blender. Unreal 4/ Unreal 5Outdated software, treatment of women in the industry, etcVideo games are always growing in complexity, and popularity!
64
8/3/2020 9:42:46Animator1-5 YearsFreelanceIndieAsiaSouth AsianMan31-35Married or in a Domestic PartnershipNoMayaAutomated/ScriptedUnreal33Rigging2NoNo13YesOutsource Manager
Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs)
11Lead2221
65
8/3/2020 9:50:36Animator6-10 Years
Full-time (Temporary/Contract)
AAANorth AmericaSouth Asian, East AsianWoman26-30SingleNoMaya, MotionbuilderCustom BuiltProprietary2AnimatorsAnimatorsAnimators233Yes200-3005-105-104Performance CaptureIn Town (Internal Partner)YesLead/DirectorCinematics
Lead Animator, Animation Director
Lead3321222scriptinga saturated industrynext gen possibilities
66
8/3/2020 9:51:57Animator6-10 YearsFull-time (Permanent)AAANorth AmericaAfricanMan31-35SingleNoMaya, MotionbuilderCustom BuiltUnreal3AnimatorsAnimatorsProgrammers223NoYes76-1005-1002-412-43
Inertial Motion Capture (e.g. xsens, rokoko)
In StudioA large office spaceYesLead/Director
Vanity Animations (e.g. Emotes, Dances, Fidgets)
Exporting from DCC3-51
Lead Animator, Lead Technical Animator
Lead3554232
67
8/3/2020 9:52:11Technical Animator6-10 YearsFull-time (Permanent)
AAA, Indie, Online
North AmericaWhiteMan31-35In a RelationshipNoMayaAutomated/ScriptedProprietary3RiggingAnimatorsAnimatorsTechnical Animators233NoNoWe have dedicated tools teams for DCC workflow and tools support vs Engine workflows and tools support400+11-1505-105-10011-151YesAnimators
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
Lead55553In driving vision vs production, I’m including driving production toward vision ToolsTech3332
68
8/3/2020 9:54:19Animator1-5 YearsFreelanceIndieEuropeWhiteWoman26-30Married or in a Domestic PartnershipNoMaya, MotionbuilderOut of the box (e.g. HIK, CAT, Biped)Unreal34AnimatorsAnimatorsProgrammers323YesNo2-51111113
Budget Mocap (kinect, perception neuron, vive vr)
In StudioA closetNoLead/DirectorDirector22313232233
69
8/3/2020 9:55:15Animator1-5 YearsFull-time (Permanent)MobileEuropeWhiteMan26-30SingleNoMayaCustom BuiltArnold15-101None
Lead, Director, Studio Manager/HR
111344
70
8/3/2020 9:55:15Animator6-10 YearsFull-time (Permanent)
Virtual betting/gambling games
EuropeWhiteWoman36-40Married or in a Domestic PartnershipNoMaya, MotionbuilderCustom BuiltUnity2AnimatorsAnimatorsProgrammers313NoNo6-102-42-40002-4 2
Inertial Motion Capture (e.g. xsens, rokoko)
In Town (External Partner)A warehouse
Size and location depends of project.
NoLead11We 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.
4344
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 9:57:58Animator6-10 YearsFull-time (Permanent)AAANorth AmericaSouth AsianMan26-30Married or in a Domestic PartnershipNoMayaCustom BuiltProprietary1DesignersProgrammersProgrammers153NoNo100-15011-155-1000011-151NoneYesOutsource 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)
5-100Lead AnimatorStudio Manager/HR1153333
72
8/3/2020 9:58:52Animator11-15 YearsFull-time (Permanent)North AmericaWhiteMan36-40SingleNoMaya, 3ds Maxmix of out of the box and custom in Other 3dsMax and MayaUnreal2Technical AnimatorsTechnical AnimatorsTechnical Animators34NoNo300-40016-202-45-1016-205-10
Performance Capture, None
In Studio, Fully Remote - Direct Remotely
A bedroomYesLead/Director
Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), very repetitive stuff and large scale minor tweaks
Lead AnimatorDirector551434volume of tasksProduction
animators and other artists seem to be losing there drive to go above and beyond.
4323
73
8/3/2020 9:59:08AnimatorLess than 1 YearFull-time (Permanent)AAANorth AmericaLatino/HispanicMan26-30In a RelationshipNoMaya, MotionbuilderCustom BuiltRadiant2Technical AnimatorsTechnical AnimatorsTechnical Animators243NoNo100-1505-1002-42-402-43
Inertial Motion Capture (e.g. xsens, rokoko), Performance Capture
Fully Remote - Direct Remotely
A warehouseYesLead/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 DCC00
Lead Animator, Animation Director, Lead Technical Animator
Lead, Director232
74
8/3/2020 10:01:57Programmer11-15 YearsFull-time (Permanent)AAANorth AmericaWhiteMan36-40Married or in a Domestic PartnershipYesPrimary caregiverMaya, MotionbuilderCustom BuiltUnreal23Rigging, SimulationAnimatorsTechnical AnimatorsProgrammers124NoNo151-2002-45-102-4115-104Performance Capture
In Studio, In Town (External Partner)
A large living roomYesOutsource 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
Lead1351335
75
8/3/2020 10:03:24Animator1-5 YearsFull-time (Permanent)AAANorth AmericaWhiteMan31-35In a RelationshipNoMayaCustom BuiltProprietary3AnimatorsAnimatorsTechnical Animators123NoNo400+1NoneYesOutsource 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
2531222
76
8/3/2020 10:04:16Animator1-5 YearsFull-time (Permanent)AAANorth AmericaLatino/HispanicMan36-40DivorcedNoI have no child yet3ds MaxBiped with custom buildUnreal2Technical AnimatorsTechnical AnimatorsProgrammers223NoNo400+11-1502-42-45-105-101None
Out of Town (External Partner) - Direct in person
A warehouseYesOutsource Manager
Cinematics, Vanity Animations (e.g. Emotes, Dances, Fidgets)
5-100Lead131
Proper content planning and scheduling
Production2222Tech Art and riggingFully automation The quality bar is raising and that brings exciting challenges and opportunities to grow
77
8/3/2020 10:04:50Animator16-20 YearsFull-time (Permanent)AAANorth AmericaWhiteMan36-40Married or in a Domestic PartnershipYes
Sharing with partner/family member
Maya, MotionbuilderAutomated/ScriptedUnreal2AnimatorsAnimatorsProgrammers132
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.
76-1002-411112-41Optical Motion CaptureIn StudioA large living roomYesLead/Director
Vanity Animations (e.g. Emotes, Dances, Fidgets)
2-30Our external animators just animate In DCC and send it back. We export out and implement ourselves. Lead AnimatorLead, Director151Our 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, ProductionSteady work.Production2222Continue growing in animation story telling, and technical animation skills.
78
8/3/2020 10:16:37Lead/Director11-15 YearsFull-time (Permanent)AAANorth AmericaWhiteMan36-40Married or in a Domestic PartnershipYes
Sharing with partner/family member
Maya, 3ds MaxAutomated/ScriptedUnreal4Rigging, Tools, SimulationAnimatorsTechnical AnimatorsTechnical Animators223NoNo100-1502-402-42-412-42Optical Motion CaptureIn StudioA large living room
We use an optitrack system.
YesAnimators
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)
5-101
Lead Animator, Animation Director
Director44322
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, Creative3243Proceduralism, 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 10:22:19Animator1-5 YearsFull-time (Permanent)OnlineNorth AmericaWhiteMan26-30Married or in a Domestic PartnershipNo3ds MaxOut of the box (e.g. HIK, CAT, Biped)Unreal2Technical AnimatorsTechnical Animators33NoNo300-40011-1502-41NoneYesOutsource ManagerLead AnimatorLead154Outdated softwareTech
A fixation on "realistic" or "high fidelity" motion
2444
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 10:23:28Technical Animator11-15 YearsFull-time (Permanent)AAANorth AmericaWhiteMan36-40In a RelationshipNoMaya, MotionbuilderCustom BuiltProprietary13Tools, Automation / Batch ProcessingDesignersDesignersDesigners352YesNo200-30016-205-105-1012-411-153
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 warehouseYesOutsource Manager0
Lead Animator, Animation Director
Studio Manager/HR54
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, Capture2233Machine learningNothingHigher quality across the board. Machine learning. Automation.
81
8/3/2020 10:23:48Programmer16-20 YearsFull-time (Permanent)AAANorth AmericaWhiteMan36-40SingleNoMotionbuilderCustom BuiltProprietaryAnimatorsAnimatorsProgrammers324YesNo400+5-102-45-102-45-10
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 spaceYesLead/DirectorAnimation cleanup work.
Checking into source control (e.g. Perforce)
10+0We mostly send mocap cleanup work to our external partners.
Lead Animator, Animation Director
443
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, Capture1343
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 10:26:14AnimatorLess than 1 Year
Full-time (Temporary/Contract)
AAANorth AmericaMiddle EasternMan21-25SingleNoMayaAutomated/ScriptedUnreal2AnimatorsTechnical AnimatorsTechnical Animators12NoNo50-752-402-42-42-42-44
Inertial Motion Capture (e.g. xsens, rokoko)
In Town (Internal Partner)A large office spaceYesLead/Director
Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs)
2-30Lead, Director1132111
83
8/3/2020 10:26:50Animator1-5 YearsFull-time (Permanent)
Serious games
North AmericaWhiteMan26-30In a RelationshipNoBlenderCustom BuiltUnity4Animators444NoNo76-10002-40002-41NoNo lead animator or director, just a manager of the entire art team.
Having poor tools to support animating and implementing into engine.
TechOverwork.4345
84
8/3/2020 10:29:021-5 YearsFull-time (Permanent)AAANorth AmericaWhiteMan31-35SingleNoMaya, MotionbuilderCustom BuiltProprietaryDesignersDesignersProgrammers444YesNo151-2005-105-10
85
8/3/2020 10:29:09Animator, Technical Animator6-10 YearsFull-time (Permanent)AAANorth AmericaWhiteMan31-35Married or in a Domestic PartnershipYes
Sharing with partner/family member
MayaAutomated/ScriptedProprietary1RiggingAnimatorsAnimatorsAnimators125YesNo300-4005-105-101015-103Optical Motion CaptureIn StudioA large office spaceYesAnimatorsjust face2-30None 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
Production5555
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 10:34:59Technical Animator6-10 YearsFull-time (Permanent)VR/ARNorth AmericaWhiteMan36-40Married or in a Domestic PartnershipYes
Sharing with partner/family member
Maya, MotionbuilderAutomated/ScriptedUnity33Tools, Engine side animation systems, implementation managementAnimatorsTechnical AnimatorsProgrammers243NoYes
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.
76-100102-4102-4I 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.
YesLead/Director
Vanity Animations (e.g. Emotes, Dances, Fidgets), DCC Tools
Exporting from DCC, Adding to Animation Lists/Sets
2-30I 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
Director23344For 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.
3445Ancillary 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 10:36:11Technical Animator, Lead/Director21-25 YearsFull-time (Permanent)Indie, OnlineNorth AmericaLatino/HispanicMan36-40Married or in a Domestic PartnershipNo3ds MaxCustom BuiltUnity4Rigging, Tools, Simulation, AnimatingAnimatorsTechnical AnimatorsTechnical Animators134NoNoI'm excited for game engine rigging solutions possibly phasing out DCC for game animators.2-51011011NoneYesLead/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 DCC3-50
Technical Animation Director
Studio Manager/HR12343
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.
1311Just 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 10:36:52Animator6-10 YearsFull-time (Permanent)OnlineNorth AmericaWhiteWoman36-40Married or in a Domestic PartnershipNo3ds MaxOut of the box (e.g. HIK, CAT, Biped)Unreal2Technical AnimatorsTechnical AnimatorsProgrammers432NoNo400+11-15102-405-101YesOutsource Manager
Cinematics, Rigging and/or Skinning
5-100
Lead Animator, Lead Technical Animator
Lead, Director11353
Giving enough time for the amount of assets we have
Production3233How animations are implemented in enginelack of stabilityThe great variety and immersability of games out there
89
8/3/2020 10:37:09AnimatorLess than 1 Year
Full-time (Temporary/Contract)
AAANorth AmericaLatino/HispanicMan26-30In a RelationshipNoMayaAutomated/ScriptedUnity2AnimatorsTechnical AnimatorsTechnical Animators32NoNo21-302-4011111NoneYesOutsource Manager
Vanity Animations (e.g. Emotes, Dances, Fidgets)
3-50
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.
Hiring4145
90
8/3/2020 10:40:22Lead/Director16-20 YearsFull-time (Permanent)AAAEuropeWhiteMan46-50Married or in a Domestic PartnershipYesCo-parentingMaya, MotionbuilderCustom BuiltProprietary3AnimatorsAnimatorsDesigners443YesNo400+16-205-105-105-102-45-104
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 spaceYesOutsource ManagerCinematics
Checking into source control (e.g. Perforce)
3-50
Lead Animator, Animation Director, Lead Technical Animator, Technical Animation Director, Lead Animation Programmer
Lead, Director112434222
91
8/3/2020 10:43:34Animator11-15 YearsFull-time (Permanent)AAA, OnlineNorth AmericaWhiteMan36-40Married or in a Domestic PartnershipNoMayaCustom BuiltProprietary3AnimatorsAnimatorsAnimators134NoNo400+5-10000101YesOutsource 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)
5-100Lead AnimatorLead1531312
92
8/3/2020 10:43:40Animator11-15 YearsFull-time (Permanent)AAAEuropeWhiteMan36-40Married or in a Domestic PartnershipYes
Sharing with partner/family member
Maya, MotionbuilderAutomated/ScriptedProprietary2AnimatorsAnimatorsTechnical Animators143YesYes200-3002-402-42-412-43
Optical Motion Capture, Performance Capture
In Studio, In Town (Internal Partner)
A bedroomLead AnimatorLead151We also have a Principal Animator, same level as a Lead.3411
93
8/3/2020 10:45:04AnimatorLess than 1 YearFull-time (Permanent)OnlineNorth AmericaWhiteMan31-35In a RelationshipNo3ds MaxOut of the box (e.g. HIK, CAT, Biped)Unreal2Technical Animators34NoNo11-151YesLead/Director
secondary overrides for new skins
Lead AnimatorLead11
Old outdated programs (3ds max 2018/Biped, Unreal 3, same game infrastructure for 7 years)
Tech322
94
8/3/2020 10:48:30Technical Animator6-10 YearsFull-time (Permanent)AAANorth AmericaWhiteMan26-30In a RelationshipNoMaya, MotionbuilderAutomated/ScriptedProprietary3Rigging, Tools, SimulationAnimatorsTechnical AnimatorsProgrammers234NoNo400+5-105-105-102-405-10
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 StudioA large living roomYesAnimators
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
Lead5543
Feature addition to our engine and cross project animation tools support in the DCC
Tech3221
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 10:50:19Animator, Lead/Director1-5 YearsFull-time (Permanent)AAAEuropeWhiteMan41-45Married or in a Domestic PartnershipYes
External provider (Daycare/Nanny/School)
Maya, Motionbuilder, 3ds MaxOut of the box (e.g. HIK, CAT, Biped)Anvil34Rigging, Tools, Simulation, ScriptsDesignersTechnical AnimatorsTechnical Animators243NoNo400+5-1002-42-402-42None
Fully Remote - Direct Remotely
YesLead/Director
Player Gameplay Animations (e.g. attacks, locomotion, multi-character syncs), AI Gameplay Animations (e.g. attacks, locomotion, multi-character syncs)
10+0Lead Animator
Lead, Studio Manager/HR
15143Animation budgetProduction2454
96
8/3/2020 10:50:40Technical Animator1-5 YearsFull-time (Permanent)AAANorth AmericaWhiteMan26-30In a RelationshipNoMayaAutomated/ScriptedProprietary2Rigging, ToolsAnimatorsAnimatorsProgrammers152NoNo300-4005-1002-4005-103Optical Motion CaptureIn StudioA warehouseYesLead/DirectorRigging and/or Skinning03-5
Lead Animator, Animation Director, Lead Technical Animator
Lead53
Animation implementation and engine tools support
Tech2343
As a technical animator, what systems others use for automated rigging would be really interesting.
Motion matching and machine learning
97
8/3/2020 10:53:49Animator11-15 YearsFull-time (Permanent)AAANorth AmericaWhiteMan31-35DivorcedNoMayaAutomated/ScriptedUnreal2Rigging, Tools, SimulationAnimatorsAnimatorsProgrammers452NoNo100-1502-42-42-42-402-4NoneYesAnimators
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
2-31Lead AnimatorDirector21324
Who handles advanced animation implementation
Tech, Production
Creating inclusive/diverse characters
Culture2322Motion Matching
98
8/3/2020 10:54:04Animator1-5 YearsFull-time (Permanent)AAANorth AmericaAfricanMan26-30In a RelationshipNoMaya, MotionbuilderCustom Built4AnimatorsAnimatorsProgrammers32No200-3005-105-102-42-43Performance CaptureA warehouseYes
Lead Animator, Animation Director, Lead Technical Animator, Technical Animation Director
Lead, Director, Studio Manager/HR
3411122
99
8/3/2020 10:56:33Animator1-5 YearsFull-time (Permanent)IndieEuropeWoman31-35In a RelationshipNoMaya, BlenderCustom BuiltUnity3AnimatorsTechnical AnimatorsTechnical Animators233NoNo11-202-401102-41NoneNoStudio Manager/HR51Rigging Tech4255Complex gameplay animationsNo job offers where I live
100
8/3/2020 11:02:35Animator1-5 YearsFull-time (Permanent)AAAEuropeWhiteMan26-30Married or in a Domestic PartnershipYesCo-parentingMaya, MotionbuilderCustom BuiltFrostbite3AnimatorsAnimatorsAnimators123YesNo300-4005-105-102-4005-104Optical Motion Capture
In Studio, In Town (External Partner)
A large living roomYesLead/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)
2-31
Lead Animator, Animation Director, Lead Technical Animator
Studio Manager/HR133
New project with no legacy stuff. Basically Rebuilding everything from scratch
Tech, Production3221New animation tech