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Bloober Team SA is seeking a Senior Combat Designer to shape melee and ranged combat within our horror titles. You will design, implement, and tune combat systems, collaborating with animation, VFX, and audio teams to craft precise feel and pacing.
The role emphasizes ownership of core mechanics, documentation, and iteration from concept to players. We offer a remote-friendly environment with a passionate team and a clear future vision.
Bloober Team is not your usual layoff-prone studio. We've got a solid foundation with big plans for the future and believe strongly in creating a collaborative environment where every voice matters.
Here, you'll have the chance to co-create and leave your mark on the gaming industry, working on exciting new projects that all share Bloober Team’s unique horror-infused DNA.
Design, implement, tune and maintain combat systems, character moves, abilities, items, weapons and overall character development /progression,
Ownership of the core combat mechanic and specification of associated animation,
Ownership of the development of combat features and improvement efforts, from iteration through delivery to players,
Planning for AI needs, behaviour scripting, and tuning to create varied combat encounters,
Maintain clear and concise documentation for all combat mechanics, balance, and systems,
Validation of all combat design scoping estimates,
Minimum 4+ years of game development experience, with at least 2 years in Combat Design role on a shipped title with PVE experience ,
Experience collaborating with animation/character/ vfx / sfx teams to define and refine the combat feel, timing, readability, and physicality of enemies, player actions, and gameplay mechanics,
Proven experience designing and iterating on a wide range of combat encounters, including single-enemy engagements, multi-enemy compositions, and wave-based scenarios. Experience with boss-battles is a big plus,
Ability to make high-level systemic design decisions, clearly document the underlying principles and constraints, and communicate them effectively across multidisciplinary teams,
Excellent knowledge in developing AI - design enemy archetype, work in behaviour trees, tuning animation frame date. Experience in boss battle design would be a huge plus ,
Great written and verbal communication skills ,
Strong experience in studio and field recording,
Ability to think logically and break down complex problems, with attention to detail.
Experience developing third person melee and ranged combat
Exceptional attention to details ,