Location
Remote; listed locations are Tbilisi, Georgia and Tashkent, Uzbekistan.
Company
OPTICOTEAM develops game experiences with a focus on polished third-person shooter combat.
What you will do
•Own combat polish end to end, including gunplay, hit feedback, boss fights, enemy behaviors, and multiplayer combat contexts.
•Prototype and implement combat mechanics and enemy behaviors in Unreal Engine 5 using Blueprints and data-driven systems.
•Tune hit reactions, recoil, aim and momentum preservation, input buffering, procedural elements, pacing, readability, and overall game feel through rapid playtesting.
•Build and refine animation systems using Montages, Blend Spaces, notifies, Control Rig basics, and IK.
•Layer and synchronize hit-stop, camera shakes, Niagara effects, and sound cues while coordinating missing or incomplete assets with animators, VFX artists, sound designers, and programmers.
•Design boss patterns and phases, including telegraphs, vulnerability windows, minion spawning, and state transitions; create data tables and simple tools for efficient tuning.
Requirements
•4+ years of professional experience as a Technical Designer, Combat Designer, or similar on Unreal Engine projects; UE4/UE5 experience is strongly preferred.
•Portfolio or reel demonstrating end-to-end combat ownership, including hit feedback, boss-fight polish, third-person action feel, before-and-after passes, asset integration, and cross-team collaboration results.
•Strong hands-on UE5 skills, including Blueprints, animation integration, Niagara or particle systems, camera tools, Behavior Trees, and EQS for enemy logic.
•Ability to take features from concept through final polish, proactively identify asset or implementation gaps, and drive fixes with the relevant specialists.
•Deep understanding of game feel and the ability to diagnose combat issues and lead iterative improvements.
•Experience with third-person shooters or action games, plus the ability to own independent playtest-to-iteration cycles.
•Excellent collaboration and communication skills for aligning animators, VFX artists, sound designers, and gameplay programmers through clear specifications, feedback, and follow-through.
Nice to have
•Shipped indie, AA, or AAA titles with standout combat feedback.
•Experience leading boss-phase balancing and polish passes.
•Light C++ experience for reading or modifying existing code.
Culture & Benefits
•Remote work format with full-time employment.
•Rapid iteration and playtesting are central to the development process.
•The role provides end-to-end ownership of combat polish and close collaboration across design, animation, VFX, audio, and programming.