What type of advance technical skills are we seeking?
Mehdi - Being familiar with a game pipeline. There are so many requirements with games;, cleanliness, staying within certain frame ranges, etc. It’s important that you understand the concepts of game making to be able to work within its constraints.
Bruno - Having experience with motion capture data - cleaning it, manipulating it, enhancing it, key frame skills. This is very important because,even though our project requires motion capture a lot, there are many creative ideas we employ that are not possible with mo-cap. For example, we need key frame skills for creatures. Now that we’ve shown at E3 what we’re working on, we have to maintain that high, epic pedigree at our studio.
It’s also beneficial to have worked on a game engine before. Though it’s not a prerequisite, understanding how things are structured, the process of breaking down assets, getting your animation in the engine, sending and baking it out to Designers, is extremely helpful to this position.
In film production, you have a lot of people who setup the entire scene and then hand it off to the animator to execute the animation. In games, the whole construction of a scene, the assembly, is often done by an animator. If it breaks, the animator has to go debug it, talk to the Programmer, dig into the rigging, and resolve the code. Having said all that, our primary goal is to animate as much as possible. Sometimes the nature of game development requires us all to wear multiple hats. You probably know that.