> Markdown version of [/jobs/ext/2211577-concepteur-de-jeux-de-combat-combat-game-designer](https://www.wearedevelopers.com/jobs/ext/2211577-concepteur-de-jeux-de-combat-combat-game-designer). 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). --- # Concepteur de jeux de combat / Combat Game Designer - **Company:** PEOPLE INC. - **Location:** Warszawa, United States (Remote available) - **Experience:** Experienced - **Contract:** Permanent contract - **Skills:** Autodesk 3DS Max (3D Graphics Software), Artificial Intelligence, Confluence, JIRA, Maya, Perforce, Visual Effects - **Published:** August 24, 2026 - **Apply:** https://arc.dev/remote-jobs/j/redirect/n7hf3gdzzc ## About the Role * Au moins 2 ans d'expérience dans la production de jeux AAA pour consoles et PC., * Connaissance de JIRA, Confluence et Perforce Client (P4V) * At least 2+ years of experience in the production of AAA games for consoles and PC. * 2+ years of experience shipping third-person melee combat titles in AI, combat, or systems design roles. * Working proficiency with at least one game editor; multiple engine experience is valued. * Exceptional ability to conceptualize, pitch, and implement game systems and features using various tools, technology, and visual language. * Clear understanding of creative and game development processes. * Strong verbal and written communication skills in English. * Proven successes in creating compelling and fun gameplay, scenarios, and encounters. * Self-motivated, hard worker with a team-focused attitude and ability to both give and take feedback and criticisms. * Passion for combat-oriented games (action-adventure titles with 3rd person combat, or combat RPGs). * Experience with scripting (visual and/or text based) to support avatar behaviors, combat actions, and actions related to hero state machines. * Proficiency in English is required for this position, as the role involves regular communication with international colleagues, partners, and stakeholders based outside of Québec. Nice To Have * Good understanding of action-adventure genre design, player psychology, and emerging industry trends. * Some knowledge of Maya, 3DS Max or similar 3D package. * JIRA, Confluence and Perforce Client (P4V) Knowledge. ## Description * Création, présentation et prototypage d'idées de jouabilité pour les mécanismes et systèmes de combat de base et instantanés, les personnages de combat, leurs sensations, leurs comportements, leurs capacités et leurs rencontres dans divers contextes. * Implémentation de personnages combattants axés sur le combat rapproché avec des animations et des comportements utilisant des machines à états, des arbres de comportement, des effets visuels, des effets sonores et des combats avec des configurations en arène, et rythme à l'aide des outils de conception de niveaux fournis et de divers autres systèmes de script. * Création de documents de conception, de résumés de contenu, de descriptions de systèmes et d'autres moyens permettant de partager toutes les informations nécessaires avec les équipes concernées. * Collaborer avec plusieurs disciplines, s'assurer que les bons partenaires sont impliqués et informés tout au long du processus de développement. * Se tenir au courant des tendances du secteur, notamment les nouveaux genres de jeux, les nouvelles méthodes et techniques de conception de jeux, ainsi que les dernières innovations en matière d'excellence audiovisuelle. * Capable d'agir avec un haut degré d'autonomie et d'initiative, et de contribuer à définir les objectifs de l'équipe de conception du combat. * Creating, pitching, and prototyping gameplay ideas for core combat and moment-to-moment mechanics and systems, combat characters, their feel, behavior, abilities, and encounters in various settings. * Implementing combatant character with animations and behavior using state machines, behavior trees, visual effects, sound effects & combat encounters with arena layouts, and pacing using provided level design tools and various other scripting systems. * Creating designs documents, content briefs, system outlines, and other means of sharing all the necessary information with involved teams. * Collaborating with multiple disciplines, ensuring the correct partners are involved and informed throughout the development process. * Remaining current on industry trends, including new game genres, new game design methods and techniques, and trending audio-visual excellence. * Able to operate with a high degree of agency and autonomy, and help shape the goals of the combat design team. ## Related Videos - [Improving quality with Agentic AI with Rovo Dev and Xray](https://www.wearedevelopers.com/videos/2005-improving-quality-with-agentic-ai-with-rovo-dev-and-xray) - [The Impact of AI on Game Development and the Industry](https://www.wearedevelopers.com/videos/100297-the-impact-of-ai-on-game-development-and-the-industry) - [Collaboration Quantified: Lessons from Open Source Developer Networks](https://www.wearedevelopers.com/videos/1422-collaboration-quantified-lessons-from-open-source-developer-networks) - [Winning talents through play - Corporate Gaming with AKEYI](https://www.wearedevelopers.com/videos/1062-winning-talents-through-play-corporate-gaming-with-akeyi) - [Videogames: The Medium of the 21st Century](https://www.wearedevelopers.com/videos/1397-videogames-the-medium-of-the-21st-century) - [Integrate your Cognitive Assistant with 3rd-party DBs and software](https://www.wearedevelopers.com/videos/249-integrate-your-cognitive-assistant-with-3rd-party-dbs-and-software) ## Related Articles - [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) - [WWC24 Talk - Brenda Romero - Stay: Surviving and Thriving in Tech](https://www.wearedevelopers.com/magazine/467-wwc24-talk-brenda-romero-stay-surviving-and-thriving-in-tech) - [What Developers Can Learn from Indie Games](https://www.wearedevelopers.com/magazine/650-what-developers-can-learn-from-indie-games) - [The 12 Best Jobs for Software Engineers](https://www.wearedevelopers.com/magazine/401-the-12-best-jobs-for-software-engineers) - [Dev Digest 112 - The True Crime of AI Development](https://www.wearedevelopers.com/magazine/421-dev-digest-112-the-true-crime-of-ai-development) - [Dev Digest 121 - AI goes offline](https://www.wearedevelopers.com/magazine/456-dev-digest-121-ai-goes-offline)