Senior Technical Combat Designer

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SeniorFull-time
#440767·Dodano 5 dni temu·0
Źródło: www.skillshot.pl
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Tech Stack / Keywords

Unreal EngineBlueprintsData AssetsBehavior TreesAI PerceptionCombat AIC++Gameplay Ability SystemState TreesEQS

Firma i stanowisko

NEXT EPISODE is a new AAA studio led by the director and vision creator of Dying Light and the creative director of Diablo 4 and The Witcher 3. The team is developing a First-Person, Open World Action game set in an original universe combining Science Fiction with Post-Apocalypse elements, with gameplay mechanics that break genre conventions.

Wymagania

  • Experience designing combat for FPP or TPS games
  • Experience on at least one released PC or console title
  • Practical knowledge of Unreal Engine
  • Ability to prototype, configure, and tune gameplay using Blueprints, Data Assets, Behavior Trees, AI Perception, or similar tools
  • Experience designing, implementing, or tuning enemy AI behaviors
  • Experience with systems involving behaviors, perception, movement, target selection, attacks, cooldowns, and difficulty parameters
  • Strong understanding of enemy design, combat AI, encounter design, combat pacing, and combat readability
  • Ability to diagnose combat issues based on playtests, player observations, and data
  • Ability to create documentation understandable to programmers, level designers, animators, audio, VFX, and production
  • Independence and responsibility for quality in assigned areas

Nice to have:

  • Experience on AAA or AA productions
  • Experience designing combat for open world games
  • Experience in action-adventure, survival, immersive sim, or shooter genres
  • Experience with State Trees, EQS, Gameplay Ability System, or advanced AI Perception configuration
  • Experience with custom AI or combat tooling
  • Basic knowledge of C++ or technical awareness of implementation limitations
  • Experience working in pre-production phase
  • Experience analyzing telemetry or playtest data

Obowiązki

  • Designing enemies, combat archetypes, and AI roles in FPP combat
  • Defining enemy behaviors: perception, movement, target selection, aggression, retreat, flanking, chasing, attacks, damage reactions, and group behaviors
  • Prototyping, configuring, and tuning combat AI in Unreal Engine using Blueprints, Data Assets, Behavior Trees, AI Perception, or similar tools
  • Designing encounters with Level Design including enemy composition, space, lines of sight, cover, flanks, rhythm, and escalation
  • Balancing combat aspects such as TTK, damage, enemy count, attack frequency, cooldowns, survivability, distances, and AI pressure
  • Analyzing playtests for combat quality: readability, dynamics, frustration, chaos, dominant strategies, pressure, and unfair deaths
  • Collaborating with AI/Gameplay Programmers for implementation, debugging, and behavior evolution
  • Collaborating with Animation, VFX, and Audio teams on attack timing, hit reactions, telegraphing, and threat feedback
  • Creating documentation including enemy briefs, behavior specs, encounter rules, diagrams, tuning sheets, test cases, and acceptance criteria
  • Ensuring combat coherence with FPP perspective, game world, and creative vision

Benefity

  • Consistent project vision and organized production process
  • Real impact on the title's shape from early development stages
  • In-office collaboration in Wrocław, with consideration for remote cooperation
  • Relocation package
Pakiet relokacyjny
Next Episode

Next Episode

Pracodawca

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