Larian

Warsaw

Combat Designer

FULL TIME ON-SITE MID
Posted about 2 months ago

Quick Summary

Role Overview

Larian Studios is seeking a Combat Designer to join the team behind Baldur’s Gate 3 and Divinity: Original Sin 2. The role involves crafting high-caliber tactical combat encounters for upcoming projects.

Key Responsibilities

  • Devise and take ownership of tactical and engaging combat encounters
  • Coordinate with art and narrative departments to align production
  • Master internal tools and report bugs or user experience issues
  • Track and stay current with changes in game mechanics and rules
  • Proactively flag and follow up on issues impacting the combat experience
  • Advocate for player motivations and expectations throughout development

Requirements Snapshot

  • Three years of experience in a design position focusing on combat
  • Experience implementing content using tools like Unreal Editor or Unity
  • At least one shipped title from pre-production to finished product
  • Proficiency in written communication and clear design documentation
  • Strong verbal communication skills for cross-discipline collaboration

Expected Impact

The Combat Designer will ensure the delivery of memorable and challenging combat experiences that meet the high standards of Larian Studios fans. By taking ownership of encounters and collaborating across teams, they will help maintain the studio's reputation for deep and engaging RPG mechanics.

This summary was generated from the original job posting (AI-assisted, human-reviewed). For full details, see the description below.

Job Description

With multiple awards to our name, Larian Studios has proven that we’re dedicated to delivering high-quality role-playing games. As we move on to new projects, the studio that brought you Baldur’s Gate 3 & Divinity: Original Sin 2 is looking for a Combat Designer to join the team and help us in crafting the high calibre games our fans have come to expect.

Responsibilities

  • Devise & take ownership of tactical, engaging combat encounters for our games, each with a novel, memorable challenge at its core.
  • Follow up on asset requests with other departments (Art, Narrative, Scripting...) to ensure production is aligned.
  • Learn & master our tools; report bugs & UX issues; be a vector for improvement.
  • Be a beacon of knowledge for the game's combat encounters; proactively track, and stay current with, any change in mechanics & game rules.
  • Proactively flag & follow up on any issue impacting the overall combat experience.
  • Understand and become an advocate for the player's motivations & expectations.
  • Keep up with the industry's state of the art.

Requirements

  • 3 years experience in a design position with a solid understanding on how combat encounters work.
  • Meaningful implementation experience using similar creation tools: Unreal Editor, Unity, etc.
  • At least one shipped title, from pre-production to a finished product.
  • Proficiency in written communication & a track record of effectively conveying design through clear documentation.
  • Excellent verbal communication skills with experience guiding collaboration across diverse disciplines.
  • Initiative-taking, proactive team player with great problem-solving skills and proven ability to self-manage & meet deadlines.

Nice to Haves

  • A passion for deep combat mechanics & imaginary worlds in general.
  • Programming skills in C, C++, Lua or C#.
  • An obsessive eye for detail.

What We Offer

  • An international team of over 500 employees spread across 7 studios around the world, each of which have their own unique qualities, and maintain a small-studio feel.
  • An open, collaborative environment where ideas are welcome and encouraged.
  • A managerial team consisting of highly experienced game developers at the top of their fields.
  • Sharing hobbies and passions with like-minded colleagues.
  • Inclusive environment with many activities organized by the studios or the employees.
  • Commitment to making the best game possible for the fans, including listening to community feedback
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