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Verified

Technical Designer- Combat

iBLOXX Studios DMCC logo iBLOXX Studios DMCC
🌎 Remote (Anywhere)
Contract Full Time
Experience Level Senior (5+ years)
Published Date
Closing Closing

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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