Gunfire Games hiring Boss Designer (Junior – Mid Level)
Job Overview Category Details Studio Gunfire Games (Creators of Remnant II, Darksiders III, Chronos) Position Title Boss Designer (Junior to Mid-Level) Specialization Exclusive to Combat & AI (Not Level, Narrative, or General Design) Location Austin, TX — WFH Flexible Job Type Full-time (May be offered as Temp-to-Hire) Salary Range $60,000 – $80,000 (Based on experience and skills) At Gunfire Games, we don’t just build games; we build challenges that define a player’s journey. From the dark, visceral world of the Darksiders series to the high-stakes, tactical combat of Remnant: From the Ashes and Remnant II, our studio is synonymous with ambitious combat-driven worlds. We believe that a great game is often measured by the quality of its adversaries, and we are currently looking for a specialized Junior to Mid-Level Boss Designer to join our ranks. This is a highly focused role. Unlike generalist design positions, this role is dedicated exclusively to combatant and boss design. We are looking for a designer who lives and breathes AI behavior, attack patterns, and the “dance” of high-intensity combat encounters. If you prefer scripting a complex multi-phase boss fight over building a level layout or writing narrative quests, this is the role for you. The Role: What You’ll Do As a Boss Designer at Gunfire Games, you will be the architect of adrenaline. You will take a boss from a conceptual idea and turn it into a living, breathing nightmare for our players using Unreal Engine. Core Responsibilities: Design & Prototype: Conceive, prototype, and implement sophisticated boss and combatant behaviors. You will be responsible for the “logic” of the fight—defining how an enemy moves, reacts, and attacks. Technical Implementation: Work hands-on within Unreal Engine Blueprints and State Machines. You will build the foundational logic for special abilities, attack chains, and encounter-specific mechanics. Combat Tuning: Fine-tune the “feel” of combat. This includes managing pacing, difficulty scaling, player readability, and the precision of hitboxes and hurtboxes. Cross-Discipline Collaboration: You are the bridge between art and code. You will work closely with Animators to ensure telegraphs are readable, Programmers to optimize AI systems, and Artists to ensure the visual spectacle matches the mechanical depth. Iterative Refinement: Participate in rigorous playtesting. You will take raw feedback and iterate on mechanics, timing windows, and “tells” to ensure the boss is challenging but fair. Systemic Consistency: Follow the project’s overarching combat direction to ensure every encounter feels like a natural part of the Gunfire Games DNA. Who You Are: Qualifications & Skills We are looking for a designer who understands that boss design is a mix of technical scripting, psychological warfare, and rhythmic timing. Professional Profile: Combat Enthusiast: You have a deep-seated passion for action games. You understand why certain bosses become “legendary” and can break down the mechanics behind them. Unreal Expert (Scripting): You possess hands-on experience with Unreal Blueprints, state machines, or gameplay scripting. You are comfortable navigating the technical side of encounter logic. Eye for Readability: You understand player feedback loops. You know how to design “telegraphs” (tells) that allow a player to learn and master a fight through observation. Specialized Focus: You are someone who actively prefers working on enemy/combat systems over level layout, puzzle design, or narrative writing. Collaborative Spirit: You thrive in a team environment, communicate clearly across disciplines, and have a hunger to learn from industry veterans. Portfolio Requirements: Applications without combat-focused examples will not be considered. Your portfolio must demonstrate: Playable Prototypes or Videos: Show us your boss encounters or complex enemy AI in action. Design Documentation: Explain the “Why” behind your mechanics—phases, telegraphs, and design intent. Technical Breakdowns: Samples of your Blueprints or state machines to show how you implemented your ideas. Bonus XP (The “Nice-to-Haves”) Direct experience building AI Behavior Trees. Familiarity with Technical Animation (Root motion, montages, and sync markers). Experience with Combat Scripting (Aggression logic and phase-shifting). A proven track record of tuning difficulty and balancing combat stats for varied player skill levels. Compensation & Logistics Pay Range: $60,000 – $80,000 per year. (Final compensation is based on skills, experience, and professional considerations). Employment Type: Full-time. Please note this position may be offered on a temp-to-hire basis. Location: Austin, TX (with WFH Flexible options). Equal Opportunity: Gunfire Games LLC is an equal opportunity employer. we participate in E-Verify and require I-9 documentation upon hire. :: MORE JOBS :: Gunfire Games is hiring 3D Animator – Apply Now Red Star 3D hiring Set & Prop Modeller (Remote) – Apply Now ICON Creative Studio hiring Animators All levels – Apply Now Apply Now