Combat Designer
Remote studio building comepetitve multiplayer games that can be played in short snackable sessions.
Summary
Pixion’s globally distributed, fully remote team is searching for an experienced Combat Designer. You will play a pivotal role within the close-knit studio, developing games from concept validation to global launch liveops.
We're proud to be developing Fableborne, a hybrid midcore game that blends base building with ARPG raiding. In this asynchronous competitive game, players engage in snackable, action-packed PvE combat while raiding each other's bases.
In the Combat Designer position, you will focus on designing second-to-second combat systems and mechanics, ensuring they offer a fun, balanced, and strategic experience in a competitive ARPG mobile game. This is a fantastic opportunity to influence the core gameplay of Fableborne and leave a lasting impact.
Are you ready to embark on the exciting Shatterlands adventure with us? Apply now and help us create unforgettable competitive gaming experiences!
Responsibilities
Pixion Games culture is of ownership, accountability and making data-informed decisions. You will have the opportunity to create hypotheses, prototype solutions, and gather data to validate and iterate. We strive to balance decision-making with quantitative, qualitative and creative inputs via stealth performance marketing tests, community and team playtests.
1. Combat System Design:
Design mobile free-to-play ARPG combat systems that are easy to pick up, have deep skill mastery and strategic metagame depth.
Work closely with the Product Director to set the direction for extensible combat and metagame systems, and liveops monetisation design
Implement combat mechanics that are familiar to RPG players and satisfy diverse playstyle preferences.
Design compelling second-to-second action gameplay experiences, speaking animation language for combat readability and visceral feel..
Utilize Unity to playtest in development features, content and balancing.
2. Character and Ability Design:
Design and balance a roster of player-controlled characters and an extensible RPG class system.
Guide new characters from concept, prototyping and iterations until they reach the player's hands.
Each character represents a clear combat playstyle, intended complexity and a multi-ability kit designed with enemy and level design in mind.
Each new character evolves the game meta by understanding what players want, what the game needs and how to create revenue opportunities for liveops.
Collaborate on the game roadmap with the Product Director.
Work with the art team on delivering concepts, polish and final art for the new characters.
Participate in the testing of new characters to ensure they fully deliver the design and combat feel before cleared for release.
3. Level and Encounter Design:
Design and balance a roster of AI-controlled enemies and an extensible enemy archetype class system.
Craft challenging enemy designs that test player strategies and skills. Fableborne is an async PvP game so level and enemy AI design is critical as they will need to defeat a human-controlled raider.
Own all core pillars of combat encounter design: AI behavior trees, boss fights, enemy archetypes, enemy abilities, aiming systems, equipment system, environmental traps, equipment system, elemental and tags system, level design.
Create combat maps and encounters that complement and challenge characters of different classes, and increase the depth of replayability even when raiding the same base again.
4. Team Collaboration and Leadership:
Be a proactive problem solver, identifying and addressing challenges as they arise.
Overcommunication to succeed as a fully remote studio. Expect daily usage of slack and adhoc voice calls that mimic walking to a colleague in an office.
Collaborate with cross-functional team members.
Be kind and direct in your communication.
5. Studio Contribution:
Embrace the startup mindset. You’re able to work autonomously, setting clear daily goals for yourself and you embrace accountability for deliverables.
Wear multiple hats and adapt to evolving responsibilities as Pixion grows.
Be a team player. A team’s idea will always be better than a siloed decision.
Explore new technologies and methods to create fresh, fun mobile combat experiences.
Regularly analyze competitors and trends to inform and improve our combat design.
Your Experience
Previous experience in lead or senior combat design roles, with a strong focus on ARPG and mobile free-to-play games.
You understand how second-to-second action games work, why people play them and how they’re perfected for mobile devices.
You have worked on at least one free-to-play game from concept validation to global launch.
Experience designing, documenting, and building game systems with a focus on mechanics, player feel, liveops and game direction goals.
Comfortable analyzing data, creating hypotheses, designing experiments and measuring results to learn.
Enjoy playing mobile games and ARPG games on different platforms like Hades, Geshin Impact, and Diablo.
Open to blockchain gaming and keen to experiment with new ways of designing games and building a community with this technology.
You are motivated to work on a free-to-play title that contains loot box mechanics.
About Pixion Games
Now a remote first studio with a goal to bring esports to everyone by building mobile first competitive PVP games with in-game tournaments and exclusive NFT rewards.
We believe category defining hits are built by the best teams in an environment that encourages experimentation, empowerment, and collaboration.
Our Lunchtime esports vision is bold but we have some of the best people coming together. Some of our achievements include:-
- Scaling and building a studio from 20-150 people
- Creative inception on a PVP Game crossing $100m+
- Led on 2 PVP Games crossing $100M+
Our values are being SUPREME
Supportive | United | Positive | Respectful | Efficient | Merry | Encouraging
Help us not only build our games but our studio as we are hiring for success.
- Team
- Design & Product
- Remote status
- Fully Remote
Combat Designer
Remote studio building comepetitve multiplayer games that can be played in short snackable sessions.
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