Senior Technical Combat Designer
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SeniorFull-time
#440767·Dodano 5 dni temu·0
Źródło: www.skillshot.plTech 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
Pracodawca