Unreal Engine Animation Engineer (US Pacific Time or APAC hours)

Remote | Long Term 2 days ago
Mexico Brazil Colombia Argentina LATAM, Mexico, Canada, USA, Australia Full Time Contract
Tech skills
C++ C++ UE5 UE4 Blueprints GAS Animation Visual Logger Multiplayer Gameplay Debugger Rewind Debugging

About project

A new AAA multiplayer, squad-based cyberpunk shooter is in development using Unreal Engine 5, set in a dystopian future where authoritarian AI rule over a decaying city, and factions of rogue law enforcers and street gangs battle for control.
The game is being created by a team of veteran developers with backgrounds at top-tier studios in the industry. The studio is headquartered in Austin, Texas, but operates with a fully remote, globally distributed team across the US, Australia, and Europe.

The team follows a Developer‑First ethos, focusing on small, empowered teams with the freedom to push creative and technical boundaries.

The studio recently secured $6.3M in Series A funding (as of June 2025), bringing total investment to approximately $11M to date.

Required skills

  • You are a game lover person
  • 1+years with C++11 or newer
  • 1+ years Blueprints
  • 1+ years creating animation systems in Unreal Engine (indie/college/hobby projects count!) – UE4 & UE5
  • Gameplay Ability System (GAS) and can create maintainable animation systems driven by abilities.
  • UE5 Animation
  • Clear communicator who can explain technical concepts to non-programmers and collaborate well across disciplines.
  • Solid grasp of multiplayer basics such as prediction and lag compensation.
  • Self-starter who likes to learn new tools and techniques.

Bonus points

  • Strong debugging chops in Unreal Engine (visual logger, gameplay debugger, rewind debugging, etc.).
  • Advanced multiplayer profiling skills (packet capture, network-simulated tests, performance tuning).
  • Experience creating context-aware animation using the UE5 features

What will you do?

  • Build gameplay-driven animations in Unreal Engine 5 using both C++ and Blueprints.
  • Examples include finisher moves, traversal, melee combat, and in-game cut-scenes.
  • Partner with the Animation Director to turn creative ideas into shippable features and help animators solve technical issues.
  • Own the pipelines for animation features in a multiplayer setting, from prototyping to networked testing and final polish.

Conditions

  • Exceptional project and team
  • Long term project
  • Challenging tasks
  • Remote friendly
  • Competitive salary based on experience
  • No micromanagement 

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