Senior Technical Animator Sterling Reames has told us about his career, explained the nuances of being a Technical Animator, and shared some advice on starting a career in 2023.
Introduction
Hello! I'm Sterling, Senior Technical Animator at a secret place. At the turn of the millennium, I started making games in my bedroom with a laptop and Game Maker 8. When my career took off in 2008, I moved into Unity, Unreal, and various other engines.
I grew up wanting to be a Game Designer, but back then, designers were still mostly expected to do something else as well (either programming or art). So I fell into gameplay animation because it felt like the closest thing to game design at the time. I got my start working as an Animator on a browser-based dance club game called Loud Crowd. You could send flirty, funny, or cool dances to people. They could choose to accept your dance and start a chat or ignore it. Really fun style and a cool concept, but unfortunately, ahead of its time.
Zynga bought our company soon after. This was the Facebook game craze. It was insane working on animations and characters that were seen by tens of millions of people. I pretty quickly moved into rigging characters and taking on the whole character pipeline. I finally got my shot in the industry, so I took on everything I could, for better or worse.
After Facebook clamped down on games spamming Facebook feeds, Zynga had some rough times. They shutdown our Boston studio, but fortunately, that crew founded a new company, Proletariat Inc. I was the first hire at Proletariat Inc., having worked with them previously at Zynga. I jumped head first into Unity and mobile games with World Zombination. This was my first-time using engine tools, as well as creating VFX and animating the UI.
Getting Into Technical Animation
For the next projects, I finally circled back to my early days of visual scripting, except instead of using Game Maker, I was using Blueprints in Unreal. At that point, I became a father, and trekking into the studio for two hours a day was slowly draining everything I had. Eventually, I parted ways with Proletariat Inc. and bounced around a lot after that doing all sorts of things, mostly still tackling the whole character pipeline. My roles had all been "Animator" at that time. It wasn't until one of my colleagues' friends told me, "You know you're a Technical Animator, right?" that I even realized it was even a job. I had been taking on pretty much the creation and integration of all things moving in the games I worked on, outside of the code itself. This was 2016, essentially the start of a possible career in tech animation (as far as I know). I was constantly compared to Animators and passed over for jobs because I couldn't keep up with everything.
It wasn't until 2019 that I landed my first official "Technical Animator" role at Digimancy Entertainment, led by George Ziets. Even though I had basically been doing technical animation most of my career, this was different because I was not animating characters, only in charge of hooking up assets to make them shine in the game. I was very unsure of myself. I felt like I was just mediocre at a lot of things, exactly what I was told not to be. However, I quickly learned my value. We were iterating and testing things out a lot, and my uncanny ability to use the engine tools allowed us to test out theories instead of just talking about them. Producers wondered what I was doing at first, because what I was doing was just changing too much to track in Jira. After we hit our first milestone with the publisher, they were more at ease with letting me run loose on everything that was falling through the cracks. I was the central point that connected design, art, and engineering. I didn't know everything, but I knew everything that no one else knew.
That project ended in cancellation despite hitting all our milestones. The publisher turned over its management, and the new people coming in just wanted to focus on fewer projects instead of the large slate they had. But I learned a ton from that experience about myself and my role in the industry.
I learned that I don't have to be the best at everything. This is a struggle that all cross-discipline roles deal with. Tech Animators/Artists/Designers are often judged the same as their counterparts who might only know one specific area of game development. It wasn't until I accepted that I don't have to be the best at everything that I was able to grow further into my role as a Technical Animator. Technical Animators are usually expected to be mostly programmers, but more and more of them are like me, more from the animation creation side of production. More and more roles are opening up that require highly technical people who have an eye for animation/art/design that an engineering focused person might not. Blueprint scripting in Unreal for example has become its own full-time job at some studios. Even if the Blueprint visual scripting nodes get replaced by C++ in the end, it's still a great way to iterate and find out the best way to get visuals, fun, and balance to your game. Games are getting so complex to work on that lots of teams need multiple people in the middle from various areas of expertise to connect all the dots on a production.
The Nuances of Being a Technical Animator
The definition of a Technical Animator varies wildly from studio to studio. A lot of studios have their Tech Animators write tools for Animators, but some studios do not. Some studios require character rigging at the position and some don't. Almost all studios do require the implementation of assets into the engine, and that's sort of where you can say the core of the responsibility lies. In order to do this properly, a Technical Animator must be very good at communicating with all sides. This varies from a Technical Artist because technical animation is directly intertwined with gameplay and game design. Tech Art has a little bit of that, but tech animation really can't be separated from game design most of the time because of the nature of it. Tech animation is a constant iterative process between all the sides of game development, and the tech animator is right in the middle connecting them all together.
Studios still don't seem to know how to describe Technical Animator roles and tend to lump all the jobs into one big laundry list. If there happen to be a couple of things on the list you aren't comfortable with, definitely don't be afraid to apply! For Tech Animators, sometimes skills will be listed just to see if you'd even be interested in learning those things. For example, in my latest role at a secret company, I almost didn't apply to at all because it mentioned tools creation multiple times, but I found out later that tools development was only a bonus and not the core of what they needed.
Starting a Career
Starting your career is only the beginning, not the end game. You may love the job you landed, or you could hate it. Your life is going to evolve at each step, and your job is as well. I loved everything about my job until I had kids. My life evolved, but my work did not. It took a while to recalibrate and find the right place for me again that understood my needs as a creator. It can really mess with your confidence and passion. It's not uncommon to take a job outside of games for a while if the right job isn't open at the time you need it. I've never been more hopeful though, as most companies I've spoken to now have an anti-crunch policy and lots of parents are on teams these days. It looks a lot different than when I started.
If you are trying to get your start now, the most important thing to do is always keep improving. I see a lot of people just send out dozens and dozens of applications and stop improving entirely. Always split your time at least 50/50 between improving and applying. Even if you spend 30 minutes to an hour a night on your portfolio, that's enough. You absolutely must keep improving! I hear stories of people sending out 500+ resumes, and I'm not even sure I've been qualified for 500+ jobs in my entire career. If your portfolio doesn't feel like it matches what the employer is doing, don't submit until you put at least one project or piece that is in line with what that company usually creates. Some companies will say they are open minded, but when push comes to shove, they will choose the portfolio that has a closer-aligned experience every time. Being smart about who you apply to will give you much needed time back to keep improving and save your sanity in the process.
Conclusion
If I were to impart any lasting advice. I'd say not to force it. This job is just that, a job. Many professional game developers spend their time trying to convince everyone they can make games too, but the reality is, there are only so many jobs to go around. My goal has always been to peel back the curtain and allow everyone to decide for themselves. I know colleagues that spent anywhere from 6 to 9 to even 20 years to obtain this dream. You have to ask if it's worth that to you. I broke into the industry within a year, and that is on the short end. Just make sure you have a plan to keep yourself steady for multiple years before getting your start. The sacrifice required to obtain even an entry level is not for everyone. Feelings of doubt will creep in from time to time (that never goes away), but if you can ride out that storm and still feel good, you are on the right path. If you just aren't feeling it, this is not the type of career you can just power through anyway. Be honest with yourself and constantly assess how you are feeling about your path. It's not going to be easy, but it can be very rewarding if you stick with it.