Jobs
We are a 100% Remote Studio (but if you are in the London area you can hang out with us!).
The main team core hours are GMT, so if you apply from US/Australia please consider difference in time-zone.
Jobs are _not_ offered to "AI-Artists".
Current Openings
Technical Animator (3 month Contract)
We have an opening for a technical animator. Working on "STORROR Parkour Pro" videogame on Unreal Engine 5. Our pipeline consists of: XSens link + gloves motion capture facility, we record both onboard and on-premises. Data HD-processed at 240fps, sampled and exported at 30fps FBX. FBX is imported in Unreal Engine and added to our custom/proprietary tool to convert on the fly to in-game ready asset. Asset can be used in game instantaneously. NB: *It's not * live link, the process is still offline (but very quick) in editor, this is where you will be working mostly. We need someone who can: Bridge the gap between XSens static root to full root motion, our tool will do 95% of the work but we need constant tweaking and perfectioning. Synchronise different batched/types of animation data. (IE: every animation that starts from idle would have to have the same feet's starting position) Work on Unreal Engine Inverse Kinematic graphs to apply further refinements (hands placement, foot placements etc). These will not be vanilla IK implementations. Add support for facial animation and in-game cinematics. Work to be carried out for approximately 3 months, possibility to switch to a permanent position.
Technical Designer (Contract)
Project: Storror Parkour Pro (SPP) Reporting to: Lead Gameplay Programmer Type: Contract Help Us Build the World of Storror Parkour Pro The Project: STORROR Parkour Pro: The most authentic parkour experience ever created. Are you the bridge? We are looking for a Level Designer who excels at taking the "Expert Feel" of world-class athletes and turning it into the logical architecture that World Artists need to build a masterpiece. Think of yourself as the Architect of our digital world. Our Creative Lead provides the vision for the expanding our world; your job is to convert that into something that our players will love and artists can build, minimising our rework time. Who You Are: A Master Translator: You can quickly understand our game mechanics and are familiar with Unreal. You can sit with a Storror athlete, understand the nuance of a cat-pass, and immediately understand how a spot in the world can be the best place to pull off that move. A Logical Thinker: You don't just want things to look good; you want them to work perfectly. In-Engine Proficient: You are comfortable enough in the engine to "tweak the knobs." You don't wait for an engineer to change a variable. Systems Obsessed: You see the world in loops, triggers, and data sets. You understand how a Character Creator impacts multiplayer networking and how a scoring system affects player retention. What You’ll Do: Blueprint the Vision: Take raw, high-level concepts from the Storror crew and Drew and convert them into detailed Design Packs. This isn't just about placing blocks; it’s about defining the "line logic"—the specific jump distances, height clearances, and landing zones required for "Expert Feel." Create Production-Ready Blockouts: Build high-fidelity grey-box environments in Unreal Engine that serve as the definitive structural guide. Your blockouts will be so precise that World Artists can build on top of them without questioning the "why" of a ledge height or a gap width. Bridge the Art-Design Gap: Develop and maintain comprehensive Visual Reference Packages. You will curate and annotate real-world parkour spots, providing the Art team with the exact visual context (materials, angles, "sketchy" details) needed to match the intended Storror vibe. Iterate Based on Truth: Analyse player telemetry and "heat maps" to identify where movement flow is breaking. You will design the structural "surgical fixes" to geometry that keep players in a state of flow while maintaining the aesthetic integrity of the world. Line Validation: Test and certify every "Storror Line" within your designs. You are responsible for ensuring that the technical variables (friction, gravity, collision) align perfectly with the physical geometry you’ve built. Join the Movement. Let’s build the future of parkour together.
Game Tester (Contract)
Project: Storror Parkour Pro (SPP) Location: London / Remote Reporting to: Production The Mission At SPP, we are building the most authentic parkour experience in gaming history. For us, a "bug" isn't just a crash—it’s a foot sliding two inches off a rail, a momentum-killing hitch in a vault, or a "Stick" that doesn't feel earned. We are looking for a Game Tester who has a sharp eye for detail, a passion for movement, and the technical discipline to help us polish challenges, missions and our core Storror mechanics into a shippable, world-class Steam build. What You’ll Do Execute the Master Script: You will own the Progress Tracker, systematically testing to provide smoke tests for daily builds and more comprehensive release testing . Audit Movement Fidelity: Work closely with the Technical Animator to flag "jank" in the mocap integration. You’ll be the one catching IK offsets, clipping gear, and animation "snapping." Break the World: Try to find the "seams" in our London-inspired environment. You’ll hunt for invisible snags, "soft locks" and unintended shortcuts that break our leaderboards. Triage & Report: Use our Red/Amber/Green status system to provide clear, actionable feedback to the Programmers and Artists. You won't just say "it's broken"; you'll explain how to reproduce it. What We’re Looking For Sharp Eye for Movement: You understand weight, momentum. You know when a jump feels "floaty" vs. "heavy." Technical Rigour: You are comfortable following complex testing scripts and managing spreadsheets. Communicator: You can explain technical issues to an Artist and feel issues to a Programmer without losing anything in translation.
email us anytime -
hannah@holeinthesleeve.com
(we are not giving out any more free keys for reviews at this time)
Hole in the Sleeve Game Studios Limited.
Incorporated in England and Wales.


