Senior Technical Animator - Dead by Daylight
Behaviour Interactive
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The role
Are you ready to dive into the world of cutting-edge video game development? Headquartered in Montreal, Behaviour Interactive is at the forefront of the gaming industry, crafting unforgettable experiences across PC, console, and mobile platforms. We’re a dynamic, independent studio of over 1200 passionate employees, with studios in Toronto (Behaviour Toronto), Rotterdam (Behaviour Rotterdam) and in the UK (Behaviour UK–North & South). Our day to day revolves around two core business focuses: Services and Original Games. Our Services team collaborates with gaming and entertainment giants like Disney, Sony, Activision, and Nintendo, delivering exceptional work-for-hire development and pioneering immersive location-based entertainment (LBE). Meanwhile, our Original Games unit pushes our creative limits, with our signature IPs, including the iconic Dead by Daylight . Join us and be a part of the future of interactive entertainment!
At Behaviour Interactive, we believe in giving everyone a fair shot. We embrace a diverse and creative environment where everyone is celebrated. We value folks of all ages, sex, ethnicity, colour, ethnic or national origin, religion, sexual orientation, gender identity, civil status, disability, or any other protected characteristics as per applicable law.
Join the Dead by Daylight team as a Senior Technical Animator and help shape the next decade of our flagship franchise.
DbD is a live-service title with more than 60 million players and a decade of accumulated animation systems. You will work across a foundational refactor of our existing animation pipeline alongside next-generation R&D built on MetaHumans, Motion Matching, modular Control Rigs, and runtime mesh customization. You will collaborate with our technical animation team to set up and evolve the animation pipeline for MetaHumans, facial animation, gameplay features, and in-game IK — owning the tools and engine integration that empower our animators to deliver a AAA quality bar for characters, Killers, and Survivors alike.
In this role you will :
- Build and maintain the animation pipeline across DCC and engine — including MetaHuman ingestion, IK Retargeter setups, AnimBlueprint architecture, Control Rig modules, and facial animation workflows.
- Set up procedural animation systems and in-game IK for gameplay features across both Killer and Survivor archetypes.
- Author and maintain pipeline automation in Python and MEL (Maya), and contribute to editor tooling in Unreal where required.
- Investigate, diagnose, and resolve animation bugs across multiplayer gameplay systems — including replication-sensitive issues unique to asymmetric online play.
- Profile and optimize character rigs, skeletal meshes, and animation assets to meet memory and frame-rate budgets without compromising visual quality.
- Build debug tools to support animators, designers, and engineers in their day-to-day work.
- Share knowledge with animators and programmers, and write technical documentation that scales across a growing team.
- Receive direction from the project’s Technical Animation Lead and collaborate closely with the broader animation, gameplay, and engine teams.
What we're looking for :
- A minimum of 7 years of experience in technical animation in the video game industry.
- Strong expertise in Maya and Unreal Engine (5.x preferred), including AnimBlueprints, Control Rig, Physics, IK Rig / IK Retargeter, and Animation Blueprint Linking.
- Hands-on experience with MetaHuman — ingestion, rigging, facial animation pipelines, and runtime integration.
- Solid scripting skills in Python and/or MEL for pipeline automation.
- Experience shipping or supporting multiplayer games, with an understanding of animation in a networked context.
- Strong rigging and skinning fundamentals, and a solid grasp of animation principles.
- Experience with Motion Matching / Pose Search, Mutable, or modular Control Rig systems is a strong plus.
- Live-service experience is a plus.
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