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Junior Character Animator Jobs (NOW HIRING)

Art Lead (Remote)

Loveland, CO · Remote

$123K - $130K/yr

You'll mentor both senior and junior artists and help onboard new team members. We expect our leads ... You won't be expected to personally be the best character artist, environment artist, animator ...

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Junior Character Animator information

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$19K

$52.5K

$88K

How much do junior character animator jobs pay per year?

As of Aug 21, 2026, the average yearly pay for junior character animator in the United States is $52,462.00, according to ZipRecruiter salary data. Most workers in this role earn between $36,000.00 and $57,500.00 per year, depending on experience, location, and employer.

What does a junior character animator do?

A Junior Character Animator is responsible for creating movement and expressions for characters in films, video games, or other media, typically under the guidance of more senior animators. They use animation software to bring life and personality to characters, focusing on the basics of motion, timing, and emotion. Junior animators often work as part of a team, learning industry workflows and refining their skills while contributing to larger projects. Their tasks may include blocking out scenes, refining character poses, and making adjustments based on feedback from supervisors.

What are the key skills and qualifications needed to thrive as a junior character animator?

To thrive as a Junior Character Animator, you need proficiency in 2D or 3D animation principles, a strong portfolio, and typically a degree or diploma in animation, fine arts, or a related field. Familiarity with industry-standard software like Autodesk Maya, Adobe After Effects, or Blender is commonly required. Creativity, attention to detail, and strong collaboration skills help animators effectively bring characters to life and integrate feedback. These abilities are vital for producing engaging, high-quality animations that meet project standards and contribute to a cohesive production pipeline.

How does a junior character animator typically collaborate with other departments during a production?

As a Junior Character Animator, you’ll frequently work alongside modelers, riggers, and storyboard artists to ensure character movements align with the overall vision of the project. You’ll attend team meetings to review animation drafts, receive feedback from senior animators or directors, and make adjustments accordingly. Collaboration is essential—effective communication and openness to critique help ensure that your animations integrate seamlessly with the visual and narrative elements created by other departments. This teamwork not only refines your skills but also builds strong professional relationships crucial for career growth.

What is the difference between Junior Character Animator vs Character Animator?

AspectJunior Character AnimatorCharacter Animator
Required CredentialsBasic animation training, portfolio, possibly a degree in animation or related fieldAdvanced skills, portfolio, professional experience, often a degree or certification in animation
Work EnvironmentEntry-level studio or freelance projects, collaborative teamsEstablished studios, larger teams, more complex projects
Industry UsageUsed in animation studios, gaming, film, and TV for entry-level rolesUsed across similar industries for experienced roles

The main difference between a Junior Character Animator and a Character Animator lies in experience and skill level. Junior Character Animators are typically entry-level, focusing on developing foundational skills and working under supervision. Character Animators are more experienced, handling complex tasks independently. Both roles are essential in animation production, with Junior Character Animators often progressing to full Character Animator roles as they gain experience.

More about Junior Character Animator jobs

What cities are hiring for Junior Character Animator jobs?

Cities with the most Junior Character Animator job openings:

What are the most commonly searched types of Character Animator jobs?

The most popular types of Character Animator jobs are:

What states have the most Junior Character Animator jobs?

States with the most job openings for Junior Character Animator jobs include:

What job categories do people searching Junior Character Animator jobs look for?

The top searched job categories for Junior Character Animator jobs are:

Infographic showing various Junior Character Animator job openings in the United States as of August 2026, with employment types broken down into 95% Full Time, and 5% Part Time. Highlights an 99% Physical, and 1% Remote job distribution, with an average salary of $52,462 per year, or $25.2 per hour.

Art Lead (Remote)

Second Unit Games

Loveland, CO • Remote

$123K - $130K/yr

Full-time

Posted 8 days ago


Job description

Art Lead

Second Unit Games | Remote - U.S.

Second Unit is looking for an experienced Art Lead for client game projects.

This is a hands-on role. You'll lead artists, but you'll also make art. We're looking for someone who is comfortable setting visual direction, reviewing work, mentoring artists, solving production problems, and jumping in to create or finish assets when that's what the project needs.

If you're a senior artist who enjoys leading people but doesn't want to spend all day in meetings, reviews, and schedules, this may be a good fit.

What You'll Do

Our project teams will typically be small, cross-disciplinary groups of approximately 615 developers, depending on the scope of the engagement. You'll lead the artists assigned to the project while working with other discipline leads, the client's art leadership, and the rest of the development team.

You'll lead the artists assigned to the project while continuing to contribute directly. That includes establishing and maintaining the visual bar, reviewing work, estimating and planning art tasks, assigning work, identifying risks early, and solving the day-to-day problems that come with getting game art into a shipping product.

The actual work will vary by project. You might be creating or finishing assets, reviewing character or environment work, helping an artist solve a difficult problem, working with engineering and technical art on performance or implementation issues, and figuring out how to match an established game's visual style and pipeline.

You'll mentor both senior and junior artists and help onboard new team members. We expect our leads to set the standard for the quality of the work and for how the team communicates, collaborates, and responds to feedback.

You'll Help Us Win the Work, Too

Our leads are involved before a project starts, not just after the work has been signed.

You'll participate in client discovery and planning meetings to understand the game, its visual direction, the existing art pipeline, and what the client needs from us. You'll help evaluate scope, identify production risks, estimate the work, and determine what kind of team we need.

You will be an integral part of our initial client conversations. We believe our clients should meet the people who will actually be responsible for the work. You should be comfortable talking with a client's art directors, discipline leads, and studio leadership, asking detailed questions, discussing quality expectations and production challenges, and explaining how our team will work with them.

What We're Looking For

There are two experience requirements for this position that are important to us:

you've helped ship a major game, and you've worked on a game after it shipped.

You must have:

  • Personally contributed art to the development and launch of at least one AA or AAA game
  • Experience supporting a released game and delivering live or post-launch content
  • Strong hands-on game art experience and the ability to create production-quality work
  • Experience leading and mentoring other artists, both junior and senior
  • Experience reviewing work, giving clear feedback, and maintaining a consistent quality bar across a team
  • A solid understanding of game-art pipelines and the technical requirements of getting assets into a game
  • The ability to estimate awork, identify production risks, and communicate issues clearly
  • Experience working across disciplines with design, engineering, animation, technical art, and production
  • The judgment and communication skills to work directly with client art leadership, discipline leads, and studio leadership

You do not need to have "Lead" in your title. If you're a senior artist who has been taking on leadership responsibilities, mentoring other artists, reviewing work, and taking responsibility for the quality of more than your own assets, we're interested in talking to you.

Professional experience with tools such as Maya, Blender, ZBrush, Substance, Photoshop, Unreal Engine, Unity, or proprietary engines and art pipelines is useful. We're less concerned with checking every software box than we are with finding someone who understands how game art gets made, integrated, reviewed, optimized, and shipped.

What We Want to See From You

When you apply, we want to see your work.

In the application process we'll include a place for you to tell us which games you've shipped, and what you were responsible for. If you've supported a game after launch, tell us about the DLC, live content, characters, environments, cosmetics, or other post-launch work you helped deliver.

We'd also like to understand where you've led. Tell us about teams or artists you've helped manage or mentor, how you've handled reviews and feedback, and where you've been responsible for maintaining the quality and consistency of work beyond your own.

Your portfolio doesn't need to represent every art discipline. We want to see what you do well, along with evidence that you understand the broader art-production process well enough to lead artists working in disciplines outside your own specialty.

We care much more about what you actually made than what your title was.

What This Role Isn't

This isn't an Art Director position where your primary job is defining a vision and reviewing other people's work.

You won't be expected to personally be the best character artist, environment artist, animator, technical artist, and VFX artist on the team. You will be expected to understand those disciplines well enough to lead a multidisciplinary art team, recognize problems, maintain the quality bar, and know when you need deeper expertise from someone else.

Your job is to make sure the art on your project gets done well. You'll lead the work, and you'll do the work.

About Second Unit

Keep your next game moving. Keep your current game thriving.

Second Unit works with established game studios that need to keep supporting successful games while their internal teams move on to what's next.

Our U.S.-based teams work directly inside our clients' development pipelines and take responsibility for defined pieces of their roadmap, including DLC, live content, gameplay features, systems, and other player-facing work.

Our teams are led by experienced developers who are still actively involved in making the game.

How We Work

Second Unit is a remote-first U.S. studio.

Our primary employment model is W-2 hourly.

You'll be paid for every hour you work, including approved overtime when applicable. Because our work depends on client projects, there may be periods between assignments when hours are not available. We want to be clear about that from the beginning.

While assigned to client work, eligible employees receive monthly healthcare and hardware stipends.

You'll use your own development workstation, provided it meets Second Unit's hardware and security requirements. We provide the dedicated project environment and security configuration used for company work. Individual clients may require additional security measures or virtual development environments.

The Person We're Looking For

You still like making game art. You like helping other artists get better. You can give direct feedback without making it personal, and you can take feedback the same way. You raise problems early. You know when something needs another pass and when it's good enough to ship.

When the team runs into a difficult art or production problem, you're more likely to get involved than stand back and manage it from a distance. And after years in game development, you still enjoy seeing something you worked on make it into the hands of players.

If that sounds familiar, we'd like to see what you've made, what you've shipped, and what you worked on after launch.