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Analog Devices

Senior Character Rigger

Abu DhabiOnsite · United Arab Emirates
Senior · FullTime · Design
POSTED 22 SEPTVERIFIED 1H AGO
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Pay · H-1B filings
$123k
median · n=17 · FY26
Open for
42d
since 22 Sept
H-1B · FY26
185
UK sponsor
Hiring · 30d
27
0 net · open roles

We are seeking a hands-on, production-proven Senior Character Rigger to join Analog as an individual contributor. This is a rigging-focused role, centered on building high-quality, animator-friendly rigs in Autodesk Maya for real-time 3D and AR/VR experiences.

This position is intended for a specialist rigger who actively builds, debugs, and ships rigs in production. It is not a hybrid Tech Artist or animation systems role. We are open to strong mid-level or senior candidates, provided they are deeply hands-on today.

Responsibilities

Design, build, and deliver production-ready character and creature rigs in Autodesk Maya

Own skeleton setup, skinning, deformation systems, constraints, and corrective solutions

Create clean, stable, and animator-friendly control rigs focused on performance and usability

Collaborate closely with animators to support expressive and efficient animation workflows

Ensure rigs meet real-time engine constraints (Unity / Unreal) in collaboration with technical teams

Debug, iterate, and improve rigs based on animation and runtime feedback

Maintain and improve existing rigs without compromising quality or consistency

This Role Is Not

A Tech Artist or tools-focused role

A lead-only or supervisory position with limited hands-on rigging

An animation-first position

A Blender- or 3ds Max–centric rigging role

Qualifications

Expert-level rigging experience in Autodesk Maya (non-negotiable)

5+ years of professional experience as a character or creature rigger

Proven experience shipping real-time 3D projects (AAA games, AR/VR, or high-end interactive experiences)

Strong understanding of anatomy, deformation, skinning, and corrective techniques

Solid grasp of animation fundamentals (timing, weight, staging) to support animator needs

Experience working with Unity or Unreal pipelines from a rigging perspective

Ability to work independently, take ownership, and deliver production-ready work

Strong communication skills and ability to clearly explain rigging decisions

Nice to Have

Cloth, hair, or secondary motion setups in Maya or real-time environments

Motion capture familiarity and basic mocap cleanup workflows

Understanding of character modeling and texturing pipelines

Portfolio Requirement

Applicants must provide a portfolio that clearly demonstrates:

Multiple fully built character or creature rigs

Clear evidence of personal, hands-on contribution

Deformation quality, control design, and animator usability

Candidates should be comfortable walking through their rigs and explaining how and why they were built.

Source · Analog DevicesFirst seen 2 NovOriginal ↗