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[Full Time] [Remote] Principal animator at Dead Money.

Our project is looking to hire an additional, full time team member. This is a salaried position with health insurance benefits, open to anyone in the US or Canada. Our project is Architect of Ruin, a sword and sorcery colony survival game. The game is funded and has a publisher, but that relationship is not yet announced.

https://store.steampowered.com/app/3778820/Architect_of_Ruin/

If interested, email brandon at deadmoney.gg with a portfolio.

Job Description

Animator - Dead Money LLC - Architect of Ruin
Location: Remote, US / Canada

About the Project & Team

Architect of Ruin is a hand-drawn colony survival game centered around rebuilding a temple of ancient evil. The project has been under development for 2 years and is entirely self-funded. The game is developed for Unity using Spine.

Dead Money is a small studio founded by Brandon Reinhart, a 25 year industry veteran with over 10 years of experience at Valve. We intend to stay small, so every person we add needs to meaningfully elevate our work.

The Role

We're looking for an animator whose core strength is 2D skeletal animation, with meaningful secondary skills in either production art or technical art.

Your primary responsibility will be character animation for Architect of Ruin. We are open to alternative approaches to authoring animations if there is a compelling case for it, but our current pipeline is Spine-based. Beyond that, your role will flex based on your strengths and interests:

  • If you lean into production art, you may take on asset authoring, concept work, illustrations, and character design.
  • If you lean technical art, you may take on particles, effects, shaders, or tools.

We're looking for someone T-shaped with deep expertise in animation and enough breadth to contribute across disciplines.

What We Value
  • Product judgment. We need someone who makes high-quality decisions that serve the project, not just technically proficient work in isolation.
  • Skill over credentials. We don't care about your educational background.
  • Trajectory. If you're not yet at senior level but clearly headed there, we want to talk.
  • Fit. Small teams live or die by how well people work together.

Requirements

  • Strong 2D skeletal animation skills.
  • Secondary strength in art or technical art.
  • Located in US or Canada (time zone overlap is important for how we work).
  • A portfolio that demonstrates both craft and judgment.
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