> Markdown version of [/jobs/ext/1869242-senior-enemy-systems-designer-unannouced-project](https://www.wearedevelopers.com/jobs/ext/1869242-senior-enemy-systems-designer-unannouced-project). Every page supports `.md` or `Accept: text/markdown`. Links point to the HTML versions so they work for humans too. Agent guide: [/agents.md](https://www.wearedevelopers.com/agents.md). --- # Senior Enemy (Systems) Designer - Unannouced Project - **Company:** Zynga Inc - **Location:** London, UK - **Experience:** Expert - **Salary:** £51,565.0 - **Contract:** Permanent contract - **Skills:** Computer Animation, Artificial Intelligence, Video Game Development, Game Engine, Integrated Development Environments, Rapid Prototyping Process - **Published:** August 2, 2026 - **Apply:** https://www.adzuna.co.uk/jobs/details/5824427535 ## About the Role * Previous experience in Combat / Enemy Design or an equivalent role in the video game industry * At least one shipped title in a design role for a Shooter / Action / RPG title * Experience designing and implementing enemy AI, behaviours, and encounters for action games * Experience working on a first-person or third-person game * Familiarity with the Unreal game engine * Ability to analyse gameplay data and player feedback to inform and balance design decisions * Strong visual & verbal communication skills with the ability to work effectively across cross-disciplinary teams * The ability to manage multiple designs in a fast-paced development environment * Passionate about action games with a deep understanding of what makes enemy designs engaging and memorable Bonus Points: * Background in live service games and/ or mobile games with an understanding of ongoing balancing and content updates * Experience with visual scripting or rapid prototyping tools * An avid gamer with a genuine enthusiasm for crafting memorable and inventive enemy designs ## Description NaturalMotion is looking for a talented and passionate Enemy Designer to join our London studio, helping shape the combat experience for our first-person shooter mobile title. This role focuses on implementing well known enemies, adapting existing enemies and adding new compelling enemies to bring an authentic console experience to mobile Sitting at the intersection of design, art, animation, audio, and engineering, you will ensure enemy encounters are polished, purposeful and fun. A core responsibility will be working with Level Design & Combat Design to ensure every enemy encounter is polished, purposeful, and fun. We are looking for someone who brings both craft knowledge and a genuine love of action games. We embrace a hybrid work environment. Within this role you will work 2 days per week in our London office and the remaining days at home. What You'll Do: * Ownership of designing, prototyping, and implementing enemy behaviours, AI systems, boss encounters & other features that align with the creative vision of the game * Take enemies and bosses from paper design through to shipping quality, ensuring they are complete, polished and fun for players * Work with Level Design & Combat Design to ensure enemies, factions, and NPCs meet their goals at every stage of development. Define required metrics to track and achieve them * Collaborate closely with art, animation, audio, design and engineering teams to build content and solve problems in a multi-disciplinary environment * Develop and balance a diverse roster of enemies, bosses, mutators & more * Create compelling AI behaviours & attack patterns that provide an exciting experience and appropriately challenging for players * Analyse combat data, player feedback, and internal playtests to refine and iterate on enemy and boss designs * Work concurrently on multiple features at varying stages of development, managing priorities effectively as content pipelines run in parallel * Document and communicate enemy and boss design concepts clearly to ensure alignment across all development teams ## Related Videos - [What AI Can, Can’t, and Shouldn’t do for Games](https://www.wearedevelopers.com/videos/997-what-ai-can-can-t-and-shouldn-t-do-for-games) - [Building a fully automated escape room](https://www.wearedevelopers.com/videos/735-building-a-fully-automated-escape-room) - [WeAreDevelopers LIVE - "Fun and games - and all that comes with it", Back to BASIC & more](https://www.wearedevelopers.com/videos/1719-wearedevelopers-live-fun-and-games-and-all-that-comes-with-it-back-to-basic-more) - [Winning talents through play - Corporate Gaming with AKEYI](https://www.wearedevelopers.com/videos/1062-winning-talents-through-play-corporate-gaming-with-akeyi) - [Live Coding an Augmented Reality Game with WebXR](https://www.wearedevelopers.com/videos/199-live-coding-an-augmented-reality-game-with-webxr) - [The Future Past of Technology - A Game Developers POV](https://www.wearedevelopers.com/videos/1386-the-future-past-of-technology-a-game-developers-pov) ## Related Articles - [Dev Digest 166: Sycophancy, Zip bombs and AI Native Development](https://www.wearedevelopers.com/magazine/585-dev-digest-166-sycophancy-zip-bombs-and-ai-native-development) - [John Romero - What AI Can, Can’t, and Shouldn’t do for Games](https://www.wearedevelopers.com/magazine/478-john-romero-what-ai-can-can-t-and-shouldn-t-do-for-games) - [Dev Digest 135 - AI is Doomed](https://www.wearedevelopers.com/magazine/480-dev-digest-135-ai-is-doomed) - [What Developers Can Learn from Indie Games](https://www.wearedevelopers.com/magazine/650-what-developers-can-learn-from-indie-games) - [What Jobs Can You Get with a Software Engineering Degree?](https://www.wearedevelopers.com/magazine/398-what-jobs-can-you-get-with-a-software-engineering-degree) - [Is Software Engineering Over-Saturated?](https://www.wearedevelopers.com/magazine/418-is-software-engineering-over-saturated)