Senior
Full time
Negotiable
Remote, United Arab Emirates, Argentina, Canada, Georgia, Indonesia, Serbia, Ukraine
Why should candidates come to you?
Because this is a chance to be part of a visually ambitious mobile game from the ground up — where animation takes center stage, not the back seat. We are a design-driven team with a deep appreciation for stylized, expressive visuals. If you love making 2D feel like 3D and want your animations to be truly seen and appreciated — you’ll feel right at home here.
Who are you? How long have you been on the market?
We are a newly formed collective of senior-level game developers and artists who have worked together across multiple projects in the past. Our core team was established in 2023 to pursue a shared creative vision: building stylized mobile games with premium production values, agile workflows, and small, high-talent teams.
What are your main projects?
We are currently developing a new mobile game that blends vibrant 2D art with immersive 2.5D animation. The focus is on expressive characters and dynamic movement — animation is not just part of the polish; it is central to the visual identity of the game.
What makes you stand out from other companies?
Creative Ownership: Animators have a real say in how things move and feel. You’re not just executing — you’re helping shape the visual style.
Art-First Pipeline: Our entire production is structured around clarity, clean PSDs, and efficient rigging and animation flows in Spine.
Clear Direction, Minimal Bureaucracy: Fast approvals, direct feedback, and streamlined communication with art leads and game designers.
Experienced Founders: Our leadership consists of hands-on creators who understand both the creative and technical sides of animation.
Why is your company stable? If a candidate takes the risk, how will it pay off?
We operate through a reliable legal and financial structure, including international contracts and payment systems that support remote collaboration. We fund development internally, avoid crunch, and invest directly into team growth. You’ll be working with professionals who value consistency, respect deadlines, and pay on time — always.
What unique approaches/work methods do you use?
Clear documentation and video references for each animation cycle
Pre-approved PSDs with consistent structure for rigging
Shared Spine templates and animation libraries
Real-time feedback via private builds and Jira/Telegram
Close weekly sync between animator, artist, and Unity integrator
Company or product plans?
We’re preparing a major visual milestone by the end of 2025, with a focus on strong, reusable character animations and high-quality in-game presentation. Our goal is to create a scalable stylized animation pipeline and bring on talented animators as long-term partners, not short-term executors.
What are you working on?
- The name of the project(s): SPINELINE tech name
- At what stage of the project(s)? active production
- Genres: Music / Rhythm
- Platforms: iOS, Android
Team size and structure?
11-20
For which tasks (responsibilities)?
Main Business Purpose of the Role:
To bring characters, environments, and interactions to life using high-quality 2.5D animation in Spine. The animator plays a crucial role in defining the game’s visual identity and delivering polished, readable, and expressive animation assets for Unity integration.
Key Responsibilities:
Create rig-ready Spine animations for characters, props, and environments
Build efficient rigs using bones, constraints, meshes, deformers, and IK systems
Review PSD files for proper structure and provide visual/video guidelines to 2D artists
Maintain consistency of style, timing, rhythm, and readability across all animations
Export, test, and debug Spine animations in Unity builds
Apply feedback from the art lead and game designer quickly and cleanly
Collaborate with concept artists and Unity integrators in a tight feedback loop
Proactively propose animation improvements and motion design ideas
Key Tasks to Solve:
Transform layered PSDs into expressive, polished animation rigs
Animate characters to mimic a 3D illusion using 2.5D techniques
Maintain a clean Spine file structure for scalability and clarity
Ensure exported animations work without issues inside Unity
Key KPIs:
Number of finalized animation cycles delivered per sprint
Quality and consistency of animations (as evaluated by art lead/game designer)
Number of rounds to approval (lower = better workflow & clarity)
Responsiveness to feedback and revision turnaround time
Rig reusability and clarity for future iterations
Successful integration of animations in Unity without major bugs
What kind of professional are we looking for?
Required Experience:
3+ years of hands-on experience in Spine animation
Strong portfolio of character-focused 2.5D animations
Proven work on commercial game or animation projects
Experience collaborating with 2D artists and Unity developers
Core Skills Needed:
Excellent sense of timing, posing, and motion rhythm
Deep understanding of anatomy, weight, overlap, and secondary motion
Ability to turn flat 2D elements into expressive, lifelike 2.5D animation
Eye for style consistency and readability
Strong communication and self-management in a remote team setting
Required Tools / Programs:
Spine Pro — advanced use of meshes, bones, constraints, IK, deformers, and animation curves
Adobe Photoshop — reading and evaluating PSD file structure
Google Drive, Telegram, and video screen recording tools for internal documentation
Nice to Have (Bonus):
Experience with other animation tools (e.g., DragonBones, After Effects, Moho)
Understanding of Unity’s animation system and how Spine integrates with it
Experience mentoring or reviewing junior animators
Background in traditional or 3D animation principles
Passion for stylized, hand-crafted visuals inspired by 3D cinematics
Let me know if you want to tailor this toward a more junior/mid-level profile or highlight test assignment expectations.
What is important for us in a person?
Key Competencies:
Strong self-management and ability to work independently
Clear communication skills for collaborating with remote teams
Attention to detail in both motion and file structure
Problem-solving mindset — able to spot issues and suggest fixes before they become blockers
Ability to give and receive feedback constructively
Behavior We Welcome and Encourage:
Initiative: You don’t wait for tasks — you propose better solutions
Reliability: You meet deadlines and flag risks early
Collaboration: You respect the input of designers, artists, and developers — and help them do their best work
Ownership: You care about how your animation looks in the game, not just in Spine
Curiosity: You’re always looking for smarter, more stylish, or more efficient ways to animate
Why do we enjoy working here?
Creative Freedom & Artistic Impact
You’ll have real creative ownership — animation is not just execution here; it’s part of the product’s identity. You’re encouraged to propose motion ideas, experiment with style, and push the visuals forward.
Influence on the Product
This is a small, senior-driven team where every animation decision matters. You’ll work closely with the art lead and game designer and directly impact how characters move, feel, and interact.
Clear & Focused Management
We respect your time and workflow. Tasks are structured, communication is fast and direct, and feedback is clear. We keep things lean — no micromanagement, no chaos.
Professional Development Atmosphere
You’ll be surrounded by experienced professionals who are passionate about their craft. We value clean structure, feedback loops, and continuous growth in animation skills and creative thinking.
Meaningful & Stylish Projects
This isn’t a shovelware pipeline. You’ll be animating beautiful, stylized characters in a game where animation truly matters — not as decoration, but as core storytelling.
Constructive Feedback Culture
We offer consistent feedback — fast, respectful, and to the point. Our goal is to help you grow without bottlenecks or ego trips.
What are the conditions and bonuses?
Fully Remote Work
You can work from any location. All collaboration is conducted online via email, chat, and task tracking tools.
Flexible Schedule
We are results-oriented, not hour-focused. As long as deadlines are respected and communication is consistent, you are free to organize your workday.
No Office Requirement
There is no physical office. The team operates fully remotely, and no relocation is required.
Direct Communication with Management
You will work closely with the project administrator and senior creative leads without layers of unnecessary hierarchy.
No Paid Holidays or Sick Days
This is a freelance/contract role. You manage your own availability and take breaks at your discretion.
Business Travel
Not required. All work and coordination are handled remotely. Occasional in-person creative sessions may occur, but participation is voluntary.
Bonuses and Compensation
We offer a competitive flat monthly rate. While there is no formal bonus system, consistent, high-quality work may lead to continued collaboration and priority in future projects.
No Relocation or Severance Packages
As this is a contract-based role, relocation support or compensation upon termination is not provided. Either party may end the collaboration per the terms of the agreement.
The selection process
Interview Stages:
Portfolio submission and review by the project administrator and art lead
Optional test task – assigned only if additional evaluation is needed
Final decision and offer
Test Task:
A short unpaid test task may be requested if the portfolio doesn’t fully demonstrate the required skills in 2.5D character animation or rigging. It will be clearly defined and focused on evaluating specific Spine techniques.
Decision Speed:
We typically make a decision within 3–5 business days after reviewing the portfolio or test submission.
Cover Letter Focus:
Please briefly include:
Your experience with Spine and 2.5D character animation
A link to your strongest Spine animation portfolio
Your availability and time zone
Any relevant details about your workflow or animation approach
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