Senior Technical Combat Designer

Posted Yesterday
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6 Locations
In-Office or Remote
Senior level
Real Estate • Software • PropTech
Not all agents, just the best agents.
The Role
Design and implement bosses, enemies, attacks, and combat systems in Unreal Engine. Responsibilities include animation integration, hitbox timing, hit reactions, cancel windows, telegraphs, combat balancing, animation authoring, Blueprint implementation, Behavior Trees, Animation Blueprints, Niagara prototyping, and cross-functional troubleshooting. The role requires independent ownership of combat characters or systems and approximately 5+ years of relevant game development experience.
Summary Generated by Built In

At Side, we partner with some of the world's leading developers and publishers to solve complex production challenges and help bring exceptional games to life. From concept through live operations, our co-development teams work as trusted extensions of our clients' studios, contributing expertise across design, engineering, art, audio, QA, and production.

We're looking for a hands-on Senior Technical Combat Designer to help create and refine engaging boss encounters, enemies, and combat systems in Unreal Engine. This role is ideal for someone who understands combat not just from a design perspective, but from an animation and implementation standpoint, and who can take a combat character or encounter from concept through in-engine execution and iteration.

This is a remote freelance contract for approximately 3–6 months, with up to 40 hours per week of support needed. Candidates must be available to overlap with the CEST team's working hours; location is otherwise flexible.

As these are project-based opportunities, positions may be amended, postponed, or withdrawn as a result of changing client requirements and project priorities.


Requirements

What you'll be doing:

Combat & Encounter Design

  • Build and balance bosses and enemies in Unreal Engine, with ownership of at least two combat characters or equivalent systems.
  • Design attacks end to end, including animation hookup, hitbox timing, cancel windows, hit reactions, i-frames, and telegraphs.
  • Increase combat variety and improve the overall combat experience through hands-on iteration and balancing.

Animation & Combat Feel

  • Apply strong animation principles around weight, timing, anticipation, and readability to create responsive, impactful combat.
  • Author or modify animations in Maya, MotionBuilder, Blender, or similar tools and integrate them into gameplay.
  • Diagnose combat and animation issues using concepts such as frame data, startup/active/recovery, hitstop, input buffering, and cancel windows.

Unreal Implementation

  • Implement combat using Unreal Blueprints, Behavior Trees, Animation Blueprints, state machines, blend spaces, montages, and animation notifies.
  • Use Niagara to prototype combat effects and visual feedback.
  • Collaborate with engineering, animation, VFX, and design teams to troubleshoot and iterate on gameplay.

What we're looking for:

  • 5+ years of experience designing and implementing combat for video games, including ownership of 2+ combat characters or equivalent systems.
  • Strong understanding of animation principles and combat feel, with the ability to identify why an attack doesn't land, read, or feel as intended.
  • Hands-on Unreal Engine experience with Blueprints, Behavior Trees, Animation Blueprints, and related animation systems.
  • Experience with third-person combat, fighting games, shooters, or other combat-focused titles.
  • Ability to author or modify animation using Maya, MotionBuilder, Blender, or similar tools.
  • Working knowledge of combat frame data, hitstop, input buffering, cancel windows, hit reactions, and i-frames.
  • Basic C++ knowledge and comfort using AI-assisted coding tools to support gameplay implementation.
  • Ability to work independently, take ownership of craft, and drive problems to solutions.

Nice to have:

  • Experience creating and balancing complex boss encounters.
  • Experience with Niagara and gameplay VFX prototyping.
  • Experience working in a co-development or external development environment.

Benefits
  • Competitive Salary.
  • Dynamic, multicultural and fun environment.
  • You will be working for the world's leading provider of game services.
  • We empower our people and offer regular progression opportunities to ensure our employees flourish.

About Side 
Side (formerly PTW) is a global video game development and services provider, offering technical and creative solutions to many of the largest developers and studios around the world. Founded in 2009 and drawing on 30+ years' experience from our parent company in Japan, Side has since grown to become a global force with 20 studios in 14 countries across North America, Europe, South America, and Asia. 

Our industry-leading services include game development, art production, audio production, quality assurance, localization, localization QA, player support, community management, and datasets. 

Experience our side of life. For more information, visit www.side.inc

Skills Required

  • 5+ years of experience designing and implementing combat for video games
  • Ownership of at least two combat characters or equivalent systems
  • Strong understanding of animation principles and combat feel
  • Hands-on Unreal Engine experience with Blueprints, Behavior Trees, Animation Blueprints, and related animation systems
  • Experience with third-person combat, fighting games, shooters, or other combat-focused titles
  • Ability to author or modify animation using Maya, MotionBuilder, Blender, or similar tools
  • Working knowledge of combat frame data, hitstop, input buffering, cancel windows, hit reactions, and i-frames
  • Basic C++ knowledge
  • Comfort using AI-assisted coding tools for gameplay implementation
  • Ability to work independently, take ownership, and drive problems to solutions
  • Experience creating and balancing complex boss encounters
  • Experience with Niagara and gameplay VFX prototyping
  • Experience working in a co-development or external development environment
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The Company
HQ: San Francisco, CA
488 Employees
Year Founded: 2017

What We Do

Side transforms high-performing agents, teams, and independent brokerages into successful businesses and boutique brands that are 100% agent-owned. Headquartered in San Francisco, Side exclusively partners with the best agents, empowering them with proprietary technology and a premier support team so they can be more productive, grow their business, and focus on serving their clients.

Why Work With Us

Led by a team of experienced industry professionals and technology innovators, the Side team is constantly developing technology that improves agent productivity, legal compliance, marketing programs, and customer experience, to support the best-in-breed agents that we partner with.

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