Combat Designer

A combat designer makes fighting feel right: timings, hit reactions, enemy behaviour and the numbers behind them, tuned until an exchange reads clearly to the player.

Combat is a system and a feeling at once. The designer sets attack windows, recovery frames, hitboxes, stagger rules and cancel timings, then plays the result until the feedback loop is readable. Most of the effect comes from small amounts: a few frames of hitstop, a camera shake, a sound that lands on the right frame.

The second half is enemies. Each one needs a behaviour that teaches the player something, and an encounter needs a mix that forces different answers. Behaviour trees, animation state machines and engine scripting are the usual working tools, so the role sits close to both animation and code.

A Systems Designer works on the rules of the whole game. A Gameplay Programmer builds the engine systems. The combat designer owns the moment of the exchange and tunes it by playing it.