Job Description
- Project: Unannounced 2D action-metroidvania (Godot 4.7, PC + console)
- Type: Independent contractor, part-time, ongoing
- Rate: $30–$60/hr or per-animation-set flat rate — negotiable based on experience
- Commitment: ~10–15 hours/week, flexible scheduling
- Location: Fully remote
- Start: Immediate
About the Project
Ryan, the owner and solo developer behind Titanium Clad Studios, is building a commercial 2D metroidvania in Godot. The core movement and combat systems are built and playable — double jump, a state-machine-driven traversal kit, hitbox/hurtbox combat, custom shader work. A contracted character artist is already delivering high-resolution frame art.
What they need now is someone who can make that art move like a first-tier action platformer.
The project is pre-reveal, so specifics stay behind an NDA until the trailer. Build footage and art can be shared with candidates.
What You’ll Do
- Punch up existing animations. The current player and enemy animations are functional placeholders and rough passes. They need them reworked for weight, anticipation, follow-through, and readable arcs — the kind of polish that makes a jump feel like it has mass and an attack feel like it lands.
- Create new animation sets going forward. New abilities, enemies, NPCs, and traversal states ship on a rolling basis. Expect to take a character sheet or base pose from concept to a complete, engine-ready set.
- Animate for game feel, not for a reel. Startup, active, and recovery frames need to line up with hitbox timings and cancel windows. Loops need to be seamless. Transitions need to hold up when a player mashes inputs. They will provide frame-data targets; that need to be hit without the animation looking mechanical.
- Deliver engine-ready assets. Frame sequences or sprite sheets that drop cleanly into AnimatedSprite2D / SpriteFrames, named and organized to a consistent convention.
Requirements
- A portfolio with shipped or in-development game animation is preferred but not required — Gameplay clips would be amazing, but reels will also be considered
- Strong frame-by-frame 2D animation fundamentals: timing, spacing, squash/stretch, smears, arcs
- Demonstrated understanding of how animation serves responsiveness — you know why a 3-frame startup reads differently from a 6-frame one
- Comfortable working from another artist’s character sheets and matching their style
- Raster/frame-based workflow (Aseprite, Photoshop, Procreate, Toon Boom, Krita — your call). Some rigged animation using bones/skeletons may be considered, but only for specific characters.
- Reliable async communication and the ability to self-manage against milestones
- Willing to sign an NDA and a work-for-hire agreement assigning IP to the project
Nice to Have
- Godot experience, especially importing and configuring SpriteFrames yourself
- Familiarity with action-platformer and metroidvania animation conventions (Hollow Knight, Dead Cells, Blasphemous, Ori as reference vocabulary)
- Awareness of memory/VRAM constraints on console targets — atlas packing, frame-count discipline, resolution budgeting
- Basic VFX animation (impact flashes, dust, trails) to accompany character actions
Terms
- Independent contractor (1099 for US-based); you invoice, I pay on [Net 15] per milestone
- Work-for-hire — all delivered assets and IP assign to the project on payment
- NDA required before receiving builds or unreleased art
- Portfolio use permitted after public reveal, with credit; the game credits you either way
How to Apply:
Email to: ryan@titaniumcladstudios.com with the subject line “Character Animator — [Your Name]” and include:
- Portfolio link — timestamp or call out the 2–3 pieces you’re proudest of and say why
- Your rate and availability, structured however you prefer to be paid
- Tools you work in and your typical delivery format
- Two or three sentences on an animation in a released game you think is exceptional, and what specifically makes it work
Paid test: Shortlisted candidates get one paid animation set — a single character action, scoped to a few hours — before they commit to ongoing work. They’ll pay for the test regardless of the outcome.
Requirements
- Portfolio with Animated Gameplay clips would be strongly preferred, but reels will also be considered.
- Strong frame-by-frame 2D animation fundamentals: timing, spacing, squash/stretch, smears, arcs.
- Demonstrated understanding of how animation serves responsiveness.
- Comfortable working from character sheets and matching the style.
- Raster/frame-based workflow (Aseprite, Photoshop, Procreate, Toon Boom, Krita — your call). Some rigged animation using bones/skeletons may be considered, but only for specific characters.
- Reliable async communication and the ability to self-manage against milestones
- Willing to sign an NDA and a work-for-hire agreement assigning IP to the project
Offer includes
Salary
$30–$60/hr