Cinematic Technical Designer

Reposted 7 Days Ago
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Santa Monica, CA, USA
In-Office
115K-140K Annually
Mid level
News + Entertainment
The Role
Implement and polish cinematic sequences in Unreal Engine 5 using Sequencer and Blueprint. Build cinematic control logic, integrate animation, audio, and mission systems, diagnose runtime issues in an open-world environment, and document pipelines while collaborating across design, animation, audio, and engineering.
Summary Generated by Built In

Summary 

We are looking for a Cinematic Technical Designer to join our team and help bring story moments to life across an all-new open world IP built in Unreal Engine 5. This role lives at the intersection of mission design, cinematics, and systems — responsible for implementing cinematic sequences, building tools for cinematic systems, and owning the connective tissue between player control, mission scripting, and authored content. 

As a Cinematic Technical Designer at Absurd Ventures, you will work closely with Mission Designers, Animators, and Engineers to build, integrate, and polish cinematic moments across a broad range of contexts — from quiet interactive scenes to large-scale scripted set pieces. You are equally comfortable in Sequencer and Blueprint, and you understand how both tools behave in development environments and inside a live, streaming open world. 

Core Responsibilities 

  • Implement cinematic sequences in Unreal Engine 5 using Sequencer, including full cinematics, interactive cinematics, and blended in-world moments. 
  • Own the "glue" between mission scripting, player control handoffs, cameras, VFX events, environment set dressing and cinematic playback — ensuring transitions are seamless and state is always clean. 
  • Build and maintain Blueprint logic supporting cinematic events: triggers, state management, player possession and de-possession, camera blending, and post-cinematic flow. 
  • Implement and modify narrative implementation in our writing tools to ensure we're ingesting the correct data with the correct timing. 
  • Collaborate with Mission Designers to identify where cinematics serves the design and problem-solve where authored content and systemic gameplay intersect. 
  • Pitch, playtest and profile cinematic needs to resolve creative problems and improve overall narrative and gameplay quality. 
  • Work with Animators to integrate character performances, facial animation, and mo-cap data into sequences correctly and to brief. 
  • Partner with Audio and Dialogue teams to ensure VO, music, and sound events are timed and triggered correctly across all cinematic contexts. 
  • Diagnose and resolve issues at the boundary of cinematic and open world systems — streaming, LOD, world state, and player state edge cases. 
  • Write and maintain clear technical documentation for cinematic pipelines, workflows, and implementation patterns. 
  • Proactively surface risks related to cinematic scope, performance, or implementation complexity and communicate them to Production and leads. 

Core Qualifications 

  • 3+ years of experience as a Cinematic Technical Designer, Technical Designer, or similar role in the video game industry. Experience supporting cinematic implementation on at least one shipped AAA title.
  • Strong hands-on expertise with Unreal Engine 5 Sequencer — shot tracks, event tracks, camera rigs, blending, and runtime playback. 
  • Solid Blueprint scripting skills, with the ability to build and debug cinematic control flows independently. 
  • Clear understanding of open world mission architecture — how cinematics are triggered, how player state is managed, and how streaming affects authored content. 
  • Fluency in the language of camera and editing: you understand shot composition, coverage, and timing, and you can implement a director's intent. 
  • Strong communication and cross-discipline collaboration skills. You can work across design, art, animation, and engineering without getting lost in translation. 

Plus if… 

  • Experience with MetaHuman facial animation pipelines or driven performance systems in UE5. 
  • Familiarity with Perforce and large shared codebases. 
  • Background in film, screenwriting, or on-set production — people who think in shots tend to do this work at a different level. 
  • Experience with narrative branching systems or dialogue trees that intersect with cinematic delivery. 
  • Passion for narrative-heavy games and cinematics 

Description 

  • Full-time job with benefits. 
  • Role is on-site in Santa Monica, CA. 
  • Office is located near downtown Santa Monica — near metro and freeways. 

The base pay range for this position is $115,000 - $140,000 per year. Actual compensation is based on market location and may vary depending on job-related knowledge, skills, and experience.  We also offer a competitive package of benefits including vacation time, sick time, company holidays, parental leave, medical/dental/vision insurance, life insurance, disability insurance, and 401(k) matching to regular full-time employees. Certain roles may also be eligible for bonus and equity. 

Skills Required

  • 3+ years as a Cinematic Technical Designer, Technical Designer, or similar in the video game industry with support on at least one shipped AAA title
  • Hands-on expertise with Unreal Engine 5 Sequencer (shot tracks, event tracks, camera rigs, blending, runtime playback)
  • Solid Blueprint scripting skills for cinematic control flows, triggers, state management, and camera blending
  • Clear understanding of open world mission architecture, streaming, player state, and how cinematics are triggered in open worlds
  • Fluency in camera and editing language (shot composition, coverage, timing) and ability to implement director's intent
  • Strong communication and cross-discipline collaboration skills working with design, art, animation, and engineering
  • Experience with MetaHuman facial animation pipelines or driven performance systems in UE5
  • Familiarity with Perforce and working in large shared codebases
  • Background in film, screenwriting, or on-set production
  • Experience with narrative branching systems or dialogue trees that intersect with cinematic delivery
  • Passion for narrative-heavy games and cinematics
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The Company
HQ: Santa Monica, California
65 Employees

What We Do

Absurd Ventures is an entertainment company creating new IP across all mediums including video games, live-action and animated TV, film, fiction podcasts, books, comic books and more. Absurd Ventures’ original properties include the sci-fi thriller universe “A Better Paradise”, the crime fiction universe “American Caper,” and the comedy satire universe “Absurdaverse”. The company has already launched a chart-topping audio fiction series set in the “A Better Paradise” universe and will be debuting an American Caper comics series and Absurdaverse animation projects in 2025. Founded by Dan Houser, Absurd Ventures is headquartered in Santa Monica, with additional studio offices in Marin, CA.  Storytelling. Philanthropy. Ultraviolence.

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