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Remote Maya Character Rigger Jobs in Oregon (NOW HIRING)

Lead Character Tools Engineer

OR · On-site +1

$102K - $134K/yr

We are seeking a Lead Character Tools Engineer to join the PlayStation Central Technology team ... Excellent knowledge of Maya with general knowledge of Maya rigging * Developing or maintaining ...

New

Senior Facial Character TD (CONTRACT)

OR · On-site +1

$98K/yr

Authors rigging systems to augment or support blendshape-based facial rigs * Authors high quality ... Computer Skills: Expert-level experience with Maya. Experience sculpting details with ZBrush ...

Senior Gameplay Animator (CONTRACT)

OR · On-site +1

$105K - $120K/yr

... Maya and proprietary engine tools. * Independently troubleshoot and resolve issues that arise ... Character and Rigging teams, to resolve issues and achieve project goals. * Other duties may be ...

Tech Art Lead

OR · On-site +1

$120K - $126K/yr

Do you think a lot about how modular rigging systems enable quick iteration, how streamlined DCC ... Your ability to craft exceptional character rigs and efficient art workflows with a high degree of ...

Technical Artist

Eugene, OR · On-site +1

$127K - $152K/yr

Must Haves Working knowledge of Maya, specifically the ability to create custom script tools (MEL ... A focus on animation support from rigging to pipelines to tools for animation. A strong ...

Technical Artist

Eugene, OR · On-site +1

$70K - $82K/yr

Skills Knowledge and Expertise Must Haves • Working knowledge of Maya, specifically the ability ... Unreal 5 a benefit. • A focus on animation support from rigging to pipelines to tools for ...

Remote Maya Character Rigger information

What is a remote Maya character rigger?

A Remote Maya Character Rigger is a digital artist who specializes in creating the skeletal and movement systems (rigs) for 3D characters using Autodesk Maya, while working from a remote location. Their primary role is to build controls and deformers that animators use to pose and animate characters in films, games, or other media. Working remotely, they collaborate with animators, modelers, and technical directors via online tools to ensure the rigs are functional, flexible, and meet project requirements.

What are the key skills and qualifications needed to thrive as a remote Maya character rigger?

To thrive as a Remote Maya Character Rigger, you need expertise in 3D character rigging, strong knowledge of anatomy and animation principles, and proficiency with Autodesk Maya. Familiarity with scripting languages like Python or MEL, as well as experience using version control systems, are typically required. Strong problem-solving skills, attention to detail, and effective remote communication set top candidates apart in this role. These skills ensure efficient creation of flexible, animation-ready rigs and smooth collaboration with distributed teams.

What are some common challenges faced by remote Maya character riggers, and how can they be overcome?

Remote Maya Character Riggers often face challenges related to communication and file management, as collaborative feedback and asset sharing are crucial for successful rigging. Staying organized with version control tools, maintaining clear documentation, and participating in regular video meetings can help bridge the gap. Additionally, having a reliable internet connection and being proactive in seeking feedback ensures smooth collaboration with animators and other team members.

What is the difference between Remote Maya Character Rigger vs Remote 3D Modeler?

AspectRemote Maya Character RiggerRemote 3D Modeler
Required SkillsRigging, Maya, character setupModeling, texturing, sculpting
Work EnvironmentAnimation studios, VFX companies, gamingAnimation studios, VFX, gaming
Common CertificationsAutodesk Maya certifications, 3D animation courses3D modeling certifications, software-specific training
Industry UsageCharacter animation, rigging pipelinesAsset creation, environment modeling

While both roles work within the 3D industry and often use Maya, a Remote Maya Character Rigger specializes in creating skeletons and controls for characters to enable animation. In contrast, a Remote 3D Modeler focuses on building detailed models and assets. Understanding these differences helps employers find the right talent for specific project needs.

How to rig a character model in Maya?

To rig a character model in Maya, start by creating a skeleton with joints aligned to the character's anatomy, then bind the skin to the skeleton using smooth skin or rigid binding. Next, add controls such as IK handles and control curves to facilitate animation, and weight paint to ensure proper deformation. Proficiency in Maya's rigging tools and understanding of anatomy are essential for effective rigging workflows.

Is being a remote Maya character rigger a good career?

A remote Maya character rigger is a specialized role in the animation and VFX industry that involves creating and setting up character rigs for animation using Autodesk Maya. It offers opportunities for flexible work arrangements and can be a stable career path with demand in film, gaming, and advertising industries, especially for those with strong technical skills and experience with rigging tools. However, career growth depends on skill development, portfolio quality, and industry demand for 3D character animation expertise.

What are popular job titles related to Remote Maya Character Rigger jobs in Oregon?

For Remote Maya Character Rigger jobs in Oregon, the most frequently searched job titles are:

What cities in Oregon are hiring for Remote Maya Character Rigger jobs?

Cities in Oregon with the most Remote Maya Character Rigger job openings:

Infographic showing various Remote Maya Character Rigger job openings in Oregon as of August 2026, with employment types broken down into 88% Full Time, and 12% Contract. Highlights an 100% Remote job distribution.

Lead Character Tools Engineer

PlayStation Global

OR • On-site, Remote

$102K - $134K/yr

Full-time

Posted 3 days ago

New


Job description

Why PlayStation?   

PlayStation isn't just the Best Place to Play - it's also the Best Place to Work. Today, we're recognized as a global leader in entertainment producing The PlayStation family of products and services including PlayStation5, PlayStation4, PlayStationVR, PlayStationPlus, acclaimed PlayStation software titles from PlayStation Studios, and more.     

PlayStation also strives to create an inclusive environment that empowers employees and embraces diversity. We welcome and encourage everyone who has a passion and curiosity for innovation, technology, and play to explore our open positions and join our growing global team.   

The PlayStation brand falls under Sony Interactive Entertainment, a wholly owned subsidiary of Sony Corporation.  

We are seeking a Lead Character Tools Engineer to join the PlayStation Central Technology team focusing on Character technology from creation, rigging, and animation.  Developing and distributing tools and optimizing for making the best characters in games more efficiently and integrating emergent technology into the future of game making. 

Candidate expected to prototype, create, and collaborate to deploy and maintain technical tools and practices from experience on traditional game development and run-time workflows with internal teams and seek new opportunities for bringing increased usage of AI and ML to make those processes more efficient. 

This internal team of artists, engineers, and technical artists partner with engineering teams, studio stakeholders, research engineers, and other Central Technology groups to provide cohesion and standardization across PSS activities. 

This position requires a demonstratable understanding of game development pipelines, extensive experience with Autodesk Maya software, and strong programming skills.  Familiarity with leveraging agentic workflows to accelerate code creation and testing. 

Responsibilities:   

  • Collaborate with internal team members and studio stakeholders to prototype and harden create tools considering contemporary development workflows, data management, art creation, animation, and game engine integration 
  • Setting up and maintaining project specific environments and automation opportunities 
  • Learning and supporting varying client working environments, assets, and tools 
  • Writing, maintaining, and customizing internal tools and workflows 
  • Building and maintaining technical documentation  
  • Willingness to attend and participate in PlayStation internal demonstrations and conferences, travel required 
  • Ability to work in a collaborative team environment as well as self-driven experimentation and research 

Core Experience:  

  • Experience as technical artist or engineer to develop and deploy tools to support character creation, rigging, simulation, or animation pipelines in a run-time environment 
  • 10+ years in a game development studio or previous experience creating artist-facing tools on technical art or engineering team in a production environment 
  • BS degree in Computer Science, Engineering, Graphic Art, or a related field, or equivalent experience 
  • Extensive experience in working with game editors and excellent working knowledge of technical specifications of workflow from DCC to complex real-time environments 
  • Capable of writing and debugging C++  
  • Excellent knowledge of Maya with general knowledge of Maya rigging 
  • Developing or maintaining project pipeline tools and system environments 
  • Excellent troubleshooting skills and the ability to creatively solve problems 
  • Experience leveraging Agentic AI models 
  • Strong understanding of deformation and mesh processing 
  • Familiarity with industry trends in character rigging, gameplay animation, cinematic animation, deformation and simulation usage in character animation pipelines 
  • Decent sense of humor 

Extended Experience:   

  • Strong Python programming skills and experience with PyQt/Pyside 
  • Motionbuilder, Maya, Houdini, experience 
  • Experience with HLSL, MaterialX 
  • Experience with other programming languages, especially C++. 
  • Experience with Perforce, Git, Confluence 
  • Exposure to photogrammetry, motion capture/performance capture