OPTICOTEAM

Technical designer for combat

In short

This remote senior role owns end-to-end combat polish (gunplay, boss fights, enemy behaviors) in Unreal Engine 5, from prototyping and tuning to integrating animation, VFX and sound feedback. It's posted by a design-focused studio (OPTICOTEAM) needing someone with 4+ years as a Technical/Combat Designer and strong UE5 Blueprint skills. The job demands a portfolio of shipped combat feel work, deep game-feel intuition, and heavy cross-team collaboration with animators, VFX artists and sound designers. Salary and other conditions are not disclosed.

Description:
We are seeking a Technical Designer with strong ownership mindset to take end-to-end responsibility for making combat — especially gunplay, but also boss fights and enemy behaviors — look stunning, feel incredibly satisfying, and deliver that "juicy" third-person shooter polish (especially when it comes to gunplay). They will own the full pipeline: prototyping, implementing, tuning, integrating feedback layers, identifying and resolving asset gaps (e.g., missing animations, VFX, or sounds), and driving cross-team alignment until the combat feels perfect in-game.
Tasks:
•Take full end-to-end ownership of combat polish features (boss fights, enemy behaviors, hit feedback, etc.)
•Prototype and implement responsive combat mechanics and boss/enemy behaviors using Unreal Engine 5 (primarily Blueprints, data-driven systems)
•Own the "feel-good" tuning loop: hit reactions, impact feedback, recoil, aim/momentum preservation, input buffering, procedural elements — iterating until it feels snappy, weighty, and rewarding
•Set up and refine combat animation systems (Montages, Blend Spaces, notifies, Control Rig basics, IK) — and if animations are missing or need tweaks, proactively align with animators to define requirements, provide feedback, and integrate updates
•Layer juicy visual/audio feedback: hit-stop, camera shakes, Niagara particles, synced sound cues — and if VFX or sounds are incomplete/mismatched, drive alignment with VFX artists and sound designers to spec, iterate, and ensure perfect sync
•Design and implement boss fight patterns/phases (telegraphs, vulnerability windows, minion spawning, state transitions) with strong emphasis on readability, pacing, satisfaction, and end-to-end execution
•Rapidly iterate via playtesting: identify feel issues, adjust timings/values/effects, and own the fixes until combat passes subjective polish benchmarks
•Create/support simple tools or data setups (data tables for behaviors/stats) to enable efficient tuning and future-proofing
•Collaborate cross-discipline as the combat owner: work closely with animators, VFX artists, sound designers (and programmers when needed) to fill gaps, provide clear direction/feedback, and ensure assets integrate seamlessly for the best possible player feel
•Ensure combat polish holds up in multiplayer contexts (extraction, battle royale, team modes)
Requirements:
•4+ years professional experience as a Technical Designer, Combat Designer, or similar in Unreal Engine projects (UE4/UE5 strongly preferred)
•Proven portfolio/reel demonstrating end-to-end combat ownership: examples of juicing hits, polishing boss fights, or third-person action feel — showing before/after passes, asset integration, and cross-team collaboration results
•Strong UE5 hands-on skills: Blueprints mastery, animation integration, Niagara/particle systems, camera tools, behavior trees/EQS for enemy logic
•Demonstrated ownership mindset: you take features from concept to final polish, proactively spotting/fixing gaps (e.g., "this hit needs better VFX — let's align with the artist") rather than handing off prematurely
•Deep passion for game feel — you can diagnose why combat feels "off" and drive iterations (including cross-team) to make it exceptional
•Experience in third-person shooters/action games — bonus for boss fight polish and end-to-end delivery
•Excellent collaboration and communication: you thrive on aligning specialists (animators, VFX, sound, gameplay programmers) with clear specs, feedback, and follow-through
•Ability to own rapid playtest → iteration cycles independently
Nice to have:
•Shipped titles with standout combat feedback (indie/AA/AAA)
•Experience leading boss phase balancing and polish passes
•Light C++ exposure for reading/modifying existing code
Conditions:
No conditions stated in the posting.

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