Are you on a mission to create games that bond players together into deeply invested communities? Would you like to work on something comedic with lighthearted and whimsical characters? Do you think a lot about how modular rigging systems enable quick iteration, how streamlined DCC pipelines empower artists, or how to achieve feature-quality character animation within real-time constraints?

As a Senior Rigging Tech Artist on an Unannounced Incubation Project, you’ll bring iconic characters to life from prototype through production for a completely new world at Bungie. Your ability to craft exceptional character rigs and efficient art workflows will delight animators and contribute to the best-in-class action experience that defines all Bungie games.

As a member of our tight-knit art team, you’ll balance craft expertise with a player-first mindset and willingness to contribute beyond your role to improve the prototype experience. Your understanding of animation and technical constraints will enable you to deliver functional and innovative rigs without an established pipeline during prototyping, and then to help us build that pipeline for production. Most importantly, you will work with a fun, diverse, and passionate cross-discipline team devoted to building a new universe from scratch at Bungie.

We look for candidates who value joining a mission-focused team with a diverse set of backgrounds, experiences, interests, and viewpoints.


  • Work closely with Animation to iterate on flexible character and creature rigs that support expressive, stylized movement & appealing real-time deformation

  • Research, prototype, and create technical content for 3D assets (skeletons, skin weighting, rig components, etc.)

  • Collaborate with artists and engineers to build robust character workflows

  • Provide deskside support for artists, animators, and designers

  • Develop and maintain internal & external tools pipelines to support artists working efficiently

  • Document best practices for creating technical content, as well as art-focused tools and workflows

  • Mentor and support other tech artists as the team grows


  • Professional or personal experience working with animated characters in real-time game engines

  • Proficiency at character and creature rigging in Autodesk Maya or equivalent software

  • Scripting or programming experience in Python, C#, C++, or equivalent

  • An appreciation for appealing squash & stretch, smear frames, multiples

  • Outstanding ability to problem-solve and drive creative solutions despite ambiguity

  • Embrace “we” culture in addition to being an outstanding collaborator and communicator


  • Experience with development using Unreal Engine or Unity

  • Generalist 3D art experience (modeling, UVs, etc.)

  • Familiarity with user-centered design principles

So you don't meet every requirement listed in this job description? Do you think your experience level is not where it needs to be? Studies show that women and people of color are less likely to apply to jobs unless they believe they meet every single qualification. Bungie is focused on building a diverse, inclusive, and equitable workplace. If you're interested in this position but your past experience doesn't line up perfectly with every qualification in the job description, we want you to apply anyway. The right role for you may be right around the corner!

Most Bungie full-time employees will adopt a digital first approach allowing remote work in Bungie approved locations (outside of positions identified as 100% onsite in Bellevue/Seattle, or individuals preferring a hybrid/flex environment). Prospective full-time employees located outside of CA, CO, DC, FL, GA, IL, MA, MD, MN, NC, NJ, NY, OR, TN, TX, UT, VA, WA, or WI will need to establish residency in one of the states we are compliant in within 45 days of a start date. Contractors will follow a digital first approach adhering to the location guidelines agreed upon by our third-party employer/vendor and Bungie. Bungie’s remote policy is subject to change at the company’s discretion.