1

Animation Pipeline Jobs in Quebec (NOW HIRING)

Work closely with programmers to establish and refine the animation pipeline. * Develop high-quality gameplay animations that meet project standards and ensure animations align with the animation ...

Work closely with programmers to establish and refine the animation pipeline. * Develop high-quality gameplay animations that meet project standards and ensure animations align with the animation ...

next page

Showing results 1-20

Animation Pipeline information

What is the difference between Animation Pipeline vs Animation Artist?

AspectAnimation PipelineAnimation Artist
CredentialsTypically requires a degree in animation, computer graphics, or related fieldRequires a strong portfolio, often with a degree or relevant experience
Work EnvironmentWorks across multiple departments, involved in project management and workflow coordinationFocuses on creating individual animation assets, often in a studio setting
Industry UsageUsed in production pipelines for films, games, and TV shows to streamline animation workflowsEmployed as a creative role to produce animated sequences or characters

The Animation Pipeline encompasses the entire process and workflow for producing animations, involving multiple roles and stages. In contrast, an Animation Artist specializes in creating specific animated assets within that pipeline. Understanding these differences helps clarify career paths and project responsibilities in animation production.

What are popular job titles related to Animation Pipeline jobs in Quebec? For Animation Pipeline jobs in Quebec, the most frequently searched job titles are:
What job categories do people searching Animation Pipeline jobs in Quebec look for? The top searched job categories for Animation Pipeline jobs in Quebec are:
Infographic showing various Animation Pipeline job openings in Quebec as of July 2026, with employment types broken down into 11% Internship, 41% Full Time, 25% Part Time, and 23% Contract. Highlights an 83% In-person, and 17% Remote job distribution.

Senior Technical Animator - Dead by Daylight | Animateurrice Technique Seniore - Dead by Daylight

Behaviour Interactive

Montreal, QC

Full-time

Posted 5 days ago


Job description

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. 

Dans ce role, tu devras :
  • Concevoir et maintenir le pipeline d'animation entre les outils DCC et le moteur - incluant l'integration MetaHuman, la configuration des IK Retargeter, l'architecture des AnimBlueprints, les modules Control Rig et les workflows d'animation faciale;

  • Mettre en place des systemes d'animation procedurale et de l'IK en jeu pour les fonctionnalites de gameplay des archetypes Killer et Survivor;

  • Developper et maintenir des outils d'automatisation du pipeline en Python et MEL (Maya), et contribuer aux outils editeur dans Unreal lorsque necessaire;

  • Investiguer, diagnostiquer et resoudre les bugs d'animation dans les systemes de gameplay multijoueur - incluant les problematiques de replication propres aux jeux asymetriques en ligne;

  • Analyser et optimiser les rigs, les maillages squelettiques et les assets d'animation afin de respecter les contraintes de performance et de memoire sans compromettre la qualite visuelle;

  • Developper des outils de debug pour soutenir les animateurs, designers et ingenieurs au quotidien;

  • Partager les connaissances avec les equipes d'animation et de programmation, et rediger une documentation technique adaptee a une equipe en croissance;

  • Recevoir les orientations du Lead en animation technique du projet et collaborer etroitement avec les equipes d'animation, de gameplay et moteur.

Ce que nous recherchons:
  • Minimum de 7 ans d'experience en animation technique dans l'industrie du jeu video;

  • Excellente maitrise de Maya et d'Unreal Engine (UE5 de preference), incluant AnimBlueprints, Control Rig, Physics, IK Rig / IK Retargeter et le linking d'Animation Blueprints;

  • Experience concrete avec MetaHuman : ingestion, rigging, pipelines d'animation faciale et integration en temps reel;

  • Solides competences en scripting (Python et/ou MEL) pour l'automatisation des pipelines;

  • Experience dans le developpement ou le support de jeux multijoueurs, avec une bonne comprehension de l'animation en contexte reseau;

  • Excellentes bases en rigging et skinning, ainsi qu'une solide comprehension des principes d'animation;

  • Une experience avec Motion Matching / Pose Search, Mutable ou les systemes de Control Rig modulaires est un atout considerable;

  • Une experience en live-service est un atout.

Rejoins l'equipe de Dead by Daylight en tant qu'Animateur technique principal et contribue a faconner la prochaine decennie de notre franchise phare.

DbD est un jeu en service continu comptant plus de 60 millions de joueurs et une decennie de systemes d'animation accumules. Tu travailleras sur une refonte fondamentale de notre pipeline d'animation existant, tout en contribuant a des projets de R\&D de nouvelle generation bases sur les MetaHumans, le Motion Matching, des Control Rigs modulaires et la personnalisation de meshes en temps reel.

Tu collaboreras avec notre equipe d'animation technique afin de concevoir et faire evoluer le pipeline d'animation pour les MetaHumans, l'animation faciale, les fonctionnalites de gameplay et l'IK en jeu - en prenant en charge les outils et leur integration dans d'Unreal Engine, afin de permettre aux animateurs de livrer une qualite AAA pour les personnages, qu'il s'agisse des Tueurs ou des Survivants.


Prete a plonger dans le monde du developpement de jeux video a la pointe de la technologie ? Base a Montreal, Behaviour Interactif est un acteur majeur de l'industrie du jeu, creant des experiences inoubliables sur PC, console et mobile. On est un studio independant dynamique avec plus de 1200 employes passionnes, et on a des studios a Toronto (Behaviour Toronto), Rotterdam (Behaviour Rotterdam) et au Royaume-Uni (Behaviour UK-North & South). On se concentre sur deux grands axes : les Services et les Jeux Originaux. Notre equipe Services collabore avec des geants du jeu et du divertissement comme Disney, Sony, Activision et Nintendo, en offrant un developpement sur commande de premier choix et en innovant dans le divertissement immersif en lieu fixe (LBE). Pendant ce temps, notre unite Jeux Originaux repousse les limites de notre creativite avec nos IPs emblematiques, comme le fameux Dead by Daylight. Rejoins-nous et fais partie de l'avenir du divertissement interactif !

Chez Behaviour Interactif, on croit en l'equite des chances pour tout le monde et on celebre la diversite des personnes, des perspectives et des idees. C'est donc important pour nous de travailler avec des talents qui proviennent de tous les horizons, et ce, independamment de leur age, sexe, ethnicite, couleur, origine ethnique ou nationale, religion, orientation sexuelle, identite de genre, statut familial, handicap ou toute autre caracteristique protegee par les lois applicables. 
We may use artificial intelligence (AI) tools to support parts of the hiring process, such as reviewing applications, analyzing resumes, or assessing responses and identifying potential inconsistencies or verification signals in application materials based on available information. These tools assist our recruitment team but do not replace human judgment. Final hiring decisions are ultimately made by humans. If you would like more information about how your data is processed, please contact us.
apply for this job