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Remote Animator Jobs in Quebec (NOW HIRING)

Advanced CSS skills: responsive, flexbox, grid, animations, cross-browser compatibility. * Solid ... A 100% remote position in Canada, with only 1 day/month required at our Brossard office. * The ...

Work schedule from 9 a.m. to 5 p.m., Monday to Friday (with the possibility of flexible hours and remote work). * Competitive salary. * Group insurance offered after three months. * 20 hours of ...

... Remote work from home on Mondays and Fridays. · Summer hours from June to the end of August: Friday afternoons off starting at 12:30 PM. At ROSZ, we are committed to developing our people. We are ...

Remote Animator information

See Quebec salary details

$24K

$82K

$167K

How much do remote animator jobs pay per year?

As of May 29, 2026, the average yearly pay for remote animator in Quebec is $81,956.00, according to ZipRecruiter salary data. Most workers in this role earn between $49,000.00 and $107,000.00 per year, depending on experience, location, and employer.

What Does a Remote Animator Do?

As a remote animator, your duties involve creating animation for websites, video games, film, television shows, or commercials. You may work on different forms of media, but you do so from a remote location instead of in a company office or studio. You may design characters and scenes using imaging software or motion capture programs, and depending on your clients or employer, you may use proprietary software to create the animation.

What are the key skills and qualifications needed to thrive as a Remote Animator, and why are they important?

To thrive as a Remote Animator, you typically need strong artistic ability, proficiency in animation principles, and experience with a relevant degree or portfolio. Mastery of industry-standard software such as Adobe After Effects, Toon Boom, or Blender, along with familiarity with remote collaboration tools, is essential. Excellent communication, self-motivation, and time management skills help you collaborate effectively and meet deadlines in a remote environment. These skills ensure high-quality creative output, seamless teamwork, and reliable project delivery when working independently from a distance.

How do Remote Animators typically collaborate with creative teams and clients while working from different locations?

Remote Animators often rely on a combination of project management tools, video conferencing, and cloud-based file sharing to maintain clear communication and efficient workflow with creative teams and clients. Regular check-ins, feedback sessions, and collaborative platforms like Slack or Trello help ensure that everyone stays aligned on project goals, deadlines, and revisions. Being proactive in communication and maintaining organized files are essential for overcoming the challenges of remote collaboration and delivering high-quality animation work.

What are remote animators?

Remote animators are professionals who create animations, graphics, and visual effects for various media—such as films, video games, advertisements, or websites—while working from a location outside of a traditional studio, often from home or anywhere with internet access. They use digital tools and software to collaborate with clients and teams online, submitting their work electronically. This arrangement provides flexibility and often enables animators to work with companies or clients worldwide. Remote animators need strong communication skills, self-discipline, and proficiency in animation software to succeed in this role.

What is the difference between Remote Animator vs Remote Graphic Designer?

AspectRemote AnimatorRemote Graphic Designer
Required SkillsAnimation software, storytelling, visual designDesign software, branding, visual communication
Work EnvironmentAnimation studios, media companies, freelanceAdvertising agencies, corporate branding, freelance
Common CertificationsAnimation certifications, Adobe Certified ExpertDesign certifications, Adobe Certified Expert

Remote Animators focus on creating animated content using specialized software, often for media, entertainment, or advertising. Remote Graphic Designers work on visual branding, layouts, and static images for various clients or companies. While both roles require strong design skills and familiarity with Adobe tools, Animators emphasize motion and storytelling, whereas Graphic Designers concentrate on static visuals. Both roles are commonly found in remote work environments and share similar certification requirements.

What are the most commonly searched types of Animator jobs in Quebec? The most popular types of Animator jobs in Quebec are:
What are popular job titles related to Remote Animator jobs in Quebec? For Remote Animator jobs in Quebec, the most frequently searched job titles are:
What job categories do people searching Remote Animator jobs in Quebec look for? The top searched job categories for Remote Animator jobs in Quebec are:
What cities in Quebec are hiring for Remote Animator jobs? Cities in Quebec with the most Remote Animator job openings:

Unreal 5 Technical Animator / Animation Engineer - UFC-style fighting game

Ironbelly Studios

Montreal, QC • On-site, Remote

Full-time

Posted 10 days ago


Job description

Location: Hybrid / Remote – Montreal, QC Preferred

Employment Type: Full-Time
Reports To: CTO

Role Overview

We’re seeking a seasoned Unreal Animation Engineer to develop and optimize the runtime animation systems for a next-generation UFC-style fighting game built in Unreal Engine 5. You’ll own the integration of motion-capture data, procedural blending, and next-gen animation technology (Motion Matching, Control Rig, and AI-driven blending).

You’ll work closely with combat design, animation, and physics teams to deliver lifelike, responsive, and high-impact character motion that defines the moment-to-moment feel of the fight.

Core Responsibilities

Animation Systems Development
  • Design, implement, and maintain character animation frameworks for combat, movement, and transitions.
  • Build and optimize Animation Blueprints, Control Rigs, and custom AnimGraph nodes.
  • Implement AI-driven animation blending (Motion Matching, PFNN, Neural State Machine).
  • Collaborate with animators to integrate mocap data into procedural runtime systems.
  • Develop contact-aware IK (hands, feet, knees, grapples) with Chaos Physics integration.
  • Extend Unreal’s Pose Search and Motion Warping systems for hit reactions and combo continuity.
  • Prototype and refine animation-driven combat feel, ensuring responsiveness and weight.
  • Work with the physics and gameplay engineers to synchronize animation with hitboxes, collisions, and camera events.
Pipeline & Optimization
  • Establish efficient mocap → runtime pipelines (retargeting, compression, tagging).
  • Integrate tools for animation debugging (pose visualization, contact tracing, profiling).
  • Profile and optimize animation graphs to meet 60 FPS / 4K console targets.
  • Maintain deterministic playback across networked (rollback) fights.
Collaboration & Support
  • Partner with Gameplay Engineering to expose animation parameters to combat logic.
  • Support Design in defining move lists, transitions, and animation data structures.
  • Liaise with Art & Animation leads to ensure creative fidelity and technical feasibility.
  • Contribute to code reviews, documentation, and mentoring of junior engineers.
Required Qualifications
  • 8 + years professional experience as an Animation, Gameplay, or Technical Engineer in Unreal Engine (UE4 / UE5).
    Deep knowledge of Unreal Animation Framework, C++, Blueprint, and Control Rig.
  • Strong understanding of state machines, blend spaces, IK solvers, and procedural animation.
  • Experience with motion-capture data cleanup, retargeting, and runtime blending.
  • Proven track record in real-time character animation for action, sports, or fighting titles.
  • Comfort profiling animation performance using Unreal Insights, PIX, or RenderDoc.
  • Strong math foundation (linear algebra, quaternions, kinematics).
Preferred / Bonus Skills
  • Experience with animation development on combat fighting games.
  • Familiarity with AI-driven animation (Motion Matching, PFNN, Neural State Machines).
  • Experience using ONNX Runtime or UE Neural Network Inference Plugin.
  • Exposure to physics-driven or ragdoll blending systems (Chaos Physics).
  • Experience with MetaHuman rigs or custom deformation systems.
  • Proficiency in Python / C# tool scripting for animation pipelines.
  • Shipped title experience on PS5 / Xbox Series X / PC.

Success Indicators (First 6-12 Months)

  • Combat animation system supports fluid transitions between all major move types.
  • AI-driven blending integrated with the gameplay combat loop.
  • Foot/hand IK and contact fidelity validated across multiple fighters.
  • Performance within 1 ms per-character animation budget on consoles.
  • Internal animation toolset and debug visualizers adopted by the team.