
// Open Role at Techland
Join Techland, a leading Polish game developer known for Dying Light, to craft compelling narrative cutscenes from concept to final polish, utilizing your expertise in animation and motion capture for AAA titles on new-gen consoles.
Techland is one of the biggest video game companies in Poland, with over 30 years of experience in the gaming industry. From our studios in Wroclaw and Warsaw, we’ve built an international team of more than 500 talented professionals, all dedicated to pushing the boundaries of game development.
We’re known for creating iconic franchises like Call of Juarez and the zombie genre-defining Dying Light, which has been played by over 45 million players worldwide. With a focus on open-world action, storytelling, and community engagement, we’re committed to delivering unforgettable experiences to our players.
We’re constantly striving to improve, innovate, and take on new challenges. With ambitious plans for the future, we’re looking for passionate people to be part of this exciting journey.
The main responsibility in this role is creating compelling cutscenes from initial prototype to final quality. You will bring narrative and dialogue scenes to life - from early layout and blocking all the way to final character and object animation by:
Crafting and polishing narrative scenes across every phase of production,
Participating in mocap shoots and integrating capture data into production-ready scenes,
Working in close collaboration with narrative, design, and art teams to deliver on the creative vision,
Implementing animations and cutscene setups in-engine while meeting performance and technical requirements.
Perfect knowledge of animation rules,
Very good practical knowledge of the Autodesk MotionBuilder program,
Experience with working with motion capture data,
Extensive experience in the game industry (experience in working on AAA games, published on new generation consoles),
Portfolio examples of animated cutscenes (based on motion capture data)
Independence, communicativeness, proactivity, good organization of own work,
Fluency in English,
Authentic interest in video games (knowledge of trends, ability to analyze games in terms of handling narration).
Nice to have:
What we offer:
Crafting and polishing narrative scenes across every phase of production. Participating in mocap shoots and integrating capture data into production-ready scenes. Working in close collaboration with narrative, design, and art teams to deliver on the creative vision. Implementing animations and cutscene setups in-engine while meeting performance and technical requirements. Perfect knowledge of animation rules. Very good practical knowledge of the Autodesk MotionBuilder program. Experience with working with motion capture data. Extensive experience in the game industry (experience in working on AAA games, published on new generation consoles). Portfolio examples of animated cutscenes (based on motion capture data). Independence, communicativeness, proactivity, good organization of own work. Fluency in English. Authentic interest in video games (knowledge of trends, ability to analyze games in terms of handling narration). Nice to have: Experience in working with animation systems (for example Unreal, Unity, or other similar ones). Good practical knowledge of the Autodesk Maya or Blender.