Technical Designer – Combat

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We are seeking a Technical Designer with strong ownership mindset to take end-to-end responsibility for making combat especially gunplay, but also boss fights and enemy behaviors look stunning, feel incredibly satisfying, and deliver that "juicy" third-person shooter polish (especially when it comes to gunplay). They will own the full pipeline: prototyping, implementing, tuning, integrating feedback layers, identifying and resolving asset gaps (e.g., missing animations, VFX, or sounds), and driving cross-team alignment until the combat feels perfect in-game. This is Blueprints-heavy work in UE5 with a focus on rapid iteration and subjective feel, not deep engine-level C++ programming.
Key Responsibilities:
Take full end-to-end ownership of combat polish features (boss fights, enemy behaviors, hit feedback, etc.)
Prototype and implement responsive combat mechanics and boss/enemy behaviors using Unreal Engine 5 (primarily Blueprints, data-driven systems)
Own the "feel-good" tuning loop: hit reactions, impact feedback, recoil, aim/momentum preservation, input buffering, procedural elements iterating until it feels snappy, weighty, and rewarding
Set up and refine combat animation systems (Montages, Blend Spaces, notifies, Control Rig basics, IK) and if animations are missing or need tweaks, proactively align with animators to define requirements, provide feedback, and integrate updates
Layer juicy visual/audio feedback: hit-stop, camera shakes, Niagara particles, synced sound cues and if VFX or sounds are incomplete/mismatched, drive alignment with VFX artists and sound designers to spec, iterate, and ensure perfect sync
Design and implement boss fight patterns/phases (telegraphs, vulnerability windows, minion spawning, state transitions) with strong emphasis on readability, pacing, satisfaction, and end-to-end execution
Rapidly iterate via playtesting: identify feel issues, adjust timings/values/effects, and own the fixes until combat passes subjective polish benchmarks
Create/support simple tools or data setups (data tables for behaviors/stats) to enable efficient tuning and future-proofing
Collaborate cross-discipline as the combat owner: work closely with animators, VFX artists, sound designers (and programmers when needed) to fill gaps, provide clear direction/feedback, and ensure assets integrate seamlessly for the best possible player feel
Ensure combat polish holds up in multiplayer contexts (extraction, battle royale, team modes)
Requirements:
4+ years professional experience as a Technical Designer, Combat Designer, or similar in Unreal Engine projects (UE4/UE5 strongly preferred)
Proven portfolio/reel demonstrating end-to-end combat ownership: examples of juicing hits, polishing boss fights, or third-person action feel showing before/after passes, asset integration, and cross-team collaboration results
Strong UE5 hands-on skills: Blueprints mastery, animation integration, Niagara/particle systems, camera tools, behavior trees/EQS for enemy logic
Demonstrated ownership mindset: you take features from concept to final polish, proactively spotting/fixing gaps (e.g., "this hit needs better VFX let's align with the artist") rather than handing off prematurely
Deep passion for game feel you can diagnose why combat feels "off" and drive iterations (including cross-team) to make it exceptional
Experience in third-person shooters/action games bonus for boss fight polish and end-to-end delivery
Excellent collaboration and communication: you thrive on aligning specialists (animators, VFX, sound, gameplay programmers) with clear specs, feedback, and follow-through
Ability to own rapid playtest iteration cycles independently
Nice-to-Haves:
Shipped titles with standout combat feedback (indie/AA/AAA)
Experience leading boss phase balancing and polish passes
Light C++ exposure for reading/modifying existing code

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