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