Senior Technical Combat Designer

Requirements

  • Experience in combat design for FPP or TPS games
  • Experience in working on at least one released PC or console title
  • Hands-on experience with Unreal Engine
  • Ability to prototype, configure, and tune gameplay using Blueprints, Data Assets, Behavior Trees, AI Perception, or similar tools
  • Experience with designing, implementing, or tuning enemy AI behaviors
  • Experience working with behavior, perception, movement, target selection, attack, cooldown, and difficulty parameter systems
  • Very good 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 that is clear and understandable for programmers, level designers, animators, audio, VFX, and production teams
  • Ability to work independently and take ownership of the quality of assigned areas

Responsibilities

  • Designing enemies, combat archetypes, and AI roles for FPP combat
  • Defining enemy behaviors, including perception, movement, target selection, aggression, retreat, flanking, pursuit, 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 together with Level Design, including enemy composition, spaces, lines of sight, cover, flanking opportunities, pacing, and escalation
  • Balancing combat: TTK, damage, enemy counts, attack frequency, cooldowns, survivability, engagement distances, and AI pressure
  • Analyzing playtests to evaluate combat quality, including readability, dynamics, frustration, chaos, dominant strategies, lack of pressure, and unfair deaths
  • Collaborating with AI / Gameplay Programmers on the implementation, debugging, and development of enemy behaviors
  • Collaborating with animation, VFX, and audio teams on attack timing, hit reactions, telegraphing, and threat feedback
  • Creating documentation such as enemy briefs, behavior specifications, encounter rules, diagrams, tuning sheets, test cases, and acceptance criteria
  • Ensuring combat remains consistent with the FPP perspective, the game world, and the project's creative vision

Nice to Have

  • Experience working on AAA or AA productions
  • Experience designing combat for open-world games
  • Experience with action-adventure, survival, immersive sim, or shooter games
  • Experience with State Trees, EQS, Gameplay Ability System, or advanced AI Perception configuration
  • Experience developing or working with custom AI / combat tools
  • Basic knowledge of C++ or a technical understanding of implementation constraints
  • Experience working during the pre-production stage
  • Experience analyzing telemetry or playtest data

What we offer

  • Clear, consistent vision for the project and a well-structured production process
  • Real impact on the direction and shape of the title from an early stage of development
  • On-site cooperation in Wrocław (working on-site is our preference, but we’re open to considering all options!)
  • Relocation package

15 000 – 22 000 PLN

salary_range.period.net.monthly - salary_range.contract_type.b2b
ID: 12 job_post.published_on: 24/08/2026
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