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· Combat-Design

Principal Combat Designer | North America | Canada | Europe | Fully Remote

Escape Velocity Entertainment Inc

SeniorRemote · USFull TimeListed 1mo ago
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How to stand out for Principal Combat Designer | North America | Canada | Europe | Fully Remote at Escape Velocity Entertainment Inc

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Experience Senior · 6+ yrs

About the role

structured by ORI

What we are looking for: As a Principal Combat Designer you will be responsible for creating and improving the combat mechanics for our diverse characters to make our game more fun, challenging and engaging. Requirements What we will do together: Collaborate closely with Design Director, and other Design Leads to…

What you will do

  • Collaborate closely with Design Director, and other Design Leads to drive and execute the vision for combat design for a robust online multiplayer experience.
  • Design and craft expert-level player combat mechanics, weapons and abilities.
  • Communicate with Leads and Directors of other disciplines, particularly art and engineering, and ensure that everyone is on the same page before beginning mechanics/feature development.
  • Advocate for the player, always putting the player experience first when considering and making all design decisions.

What they are looking for

  • A can-do attitude that is player oriented…mechanics design is one of the most hotly debated areas of design, but you remember that simplicity is often a player’s best friend.
  • At least two shipped AAA titles where you worked in mechanics design capacity
  • Expert knowledge of off-the-shelf design tools, and expertise with Unreal Engine (UE5 preferred)
  • Deep professional understanding of the many major mechanics and gameplay features found in contemporary game titles, and a keen knowledge for how those mechanics and features work.
  • Strong creative and technical problem-solving skills
  • Exceptional communication skills

Nice to have

  • UE5 preferred

Benefits

  • A generous PTO allowance
  • Summer and Winter holidays studio closure (separate to PTO allowance)
  • Private Medical & Dental Healthcare
  • Private Mental Health scheme
  • A generous annual Health & Wellbeing allowance
combat designmechanics designgameplay featuresmultiplayer designUnreal EngineUE5
Full posting text

What we are looking for:

As a Principal Combat Designer you will be responsible for creating and improving the combat mechanics for our diverse characters to make our game more fun, challenging and engaging.

Requirements

What we will do together:

Collaborate closely with Design Director, and other Design Leads to drive and execute the vision for combat design for a robust online multiplayer experience.

Design and craft expert-level player combat mechanics, weapons and abilities.

Communicate with Leads and Directors of other disciplines, particularly art and engineering, and ensure that everyone is on the same page before beginning mechanics/feature development.

Advocate for the player, always putting the player experience first when considering and making all design decisions.

What you will bring:

A can-do attitude that is player oriented…mechanics design is one of the most hotly debated areas of design, but you remember that simplicity is often a player’s best friend.

At least two shipped AAA titles where you worked in mechanics design capacity

Expert knowledge of off-the-shelf design tools, and expertise with Unreal Engine (UE5 preferred)

Deep professional understanding of the many major mechanics and gameplay features found in contemporary game titles, and a keen knowledge for how those mechanics and features work.

Strong creative and technical problem-solving skills

Exceptional communication skills

Benefits

Interested… a bit about Escape Velocity:

Escape Velocity is a team of passionate, talented developers working at a studio that offers excellent benefits, on what we believe is a once-in-a-career project with a committed publisher. But that doesn’t necessarily make us unique. What does make us special? We value the time, energy, and talent of our players and our colleagues. We want every hour spent developing and playing our games to be an incredibly rewarding and worthwhile use of your time.

To that end, we are ‘Fully Remote’ and support team members nearly anywhere in the world. We prioritize honesty, even when that means sharing bad news. We strive to give everyone autonomy so they can determine how best to work and play, and we care more about what you bring to the game and studio than how many hours you’re clocking. We’re dedicated to building a culture of play, which not only makes us better game makers, but also strengthens the bonds between us all.

We believe in constant improvement across all areas – from the game itself to our production design – and are constantly re-evaluating how we spend our time to ensure that we’re not wasting yours and we’re all always working on the most important things.

A few benefits you can expect from us:

A generous PTO allowance

Summer and Winter holidays studio closure (separate to PTO allowance)

Private Medical & Dental Healthcare

Private Mental Health scheme

A generous annual Health & Wellbeing allowance

Discretionary Studio Bonus

Top range tech for your home set up

Other benefits based on your region

How to apply:

Click apply and complete an application along with a Resume / CV. If we would like to move forward with your application, a member of the Recruiting Team will reach out to you and guide you through our process.

Escape Velocity is proud to be an equal opportunity employer. We are committed to hiring, promoting, and compensating employees based on their qualifications and demonstrated ability to perform job responsibilities.

Applications will be considered regardless of age, disability, gender identity, sexual orientation, religion, belief, race, or any other protected category.

Originally posted on Himalayas

Combat-DesignGame-DesignGameplay-DesignVideo-Game-DesignGame-DevelopmentMultiplayer-Game-DesignPrincipal-Game-Designer-(Combat)Principal-Combat-Designer
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Opportunity details

Deadline
Closing in 29d · 22 Nov

As stated by the source. Anything not shown was not stated.

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