Senior Enemy (Systems) Designer (Unannounced Project)

London, GB
Hybrid
Posted 1 month ago

About this role

[REDACTED] 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

  • 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

Benefits

  • WELLNESS - Gym benefits, wellness programs, employee assistance programs and generous time-off policies
  • FOOD - Food and snacks made in-house or delivered, healthy snack kitchens with drinks and treats, coffee bars, regular social gatherings and happy hours
  • WORK & LIFE - Flexible time-off policies (DTO), office rest areas, gaming spaces, employee discounts and more
  • TRANSIT BENEFITS - Shuttle service in select locations, commuter/parking benefits, secure bicycle storage, business travel assistance
  • RESOURCE GROUPS - Women at [REDACTED] (WAZ), zCares charitable giving, zParents, zEndurance adventure club, BZU, zPride LGBTQ+ inclusion and belonging
  • COMPENSATION - Performance bonuses, opportunities for equity participation & retirement/pension savings support
  • HEALTH - Medical, dental & vision covered for employees, with participation for employees eligible dependents, plus disability and life insurance program
  • FAMILY - Generous parental leave for birth parents, partners and adoptive families, plus Infertility support, emergency child care and flexible time-off policies

Benefits & Perks

Hybrid work
Health insurance
Dental insurance
Vision insurance
Gym membership
Commuter benefits
Parental leave
Wellness programs
Flexible time off
Performance bonuses
Equity participation
Retirement/pension savings support
Free food and snacks
Employee assistance program
Employee discounts
Shuttle service
Secure bicycle storage
Business travel assistance
Disability and life insurance
Infertility support
Emergency childcare
Company social events
Employee resource groups
Office rest areas
Gaming spaces
Charitable giving program

Recommended Skills for this Position

Game UX
Prototyping
Cross-Functional Collaboration
Playtesting for Games
Game User Research
Data-Driven Design
Design Metrics and KPIs
Iterative Design
Feature Prioritization
Design Communication

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