Role Overview:
We are seeking a Technical Designer with strong ownership mindset to take end-to-end responsibility for making combat β especially gunplay, but also boss fights and enemy behaviors β 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.): from initial prototyping and design intent through final implementation, tuning, integration, and ship-ready quality.
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 β iterating until it feels snappy, weighty, and rewarding.
Set up and refine combat animation systems (Montages, Blend Spaces, notifies, Control Rig basics, IK) β 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 β 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 β 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 β let's align with the artist") rather than handing off prematurely.
Deep passion for game feel β you can diagnose why combat feels "off" and drive iterations (including cross-team) to make it exceptional.
Experience in third-person shooters/action games β 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 β 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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