Combat Director - F/M/NB

1 Year ago • 7 Years + • Combat Design

Job Summary

Job Description

As the Combat Director for Age of Bharat, you will lead a team to envision, direct, and execute a world-class combat experience aligned with the game’s themes. Responsibilities include designing core combat mechanics, ensuring combat feel and responsiveness, guiding enemy design, overseeing player progression systems, collaborating on motion capture, leading the design team, balancing gameplay, and embedding thematic meaning into combat.
Must have:
  • Define and own the combat vision for Age of Bharat together with the creative/design director, ensuring it reflects the tone, pacing, and thematic intent of the game world.
  • Build and lead a high-performing, collaborative design pod focused on delivering responsive, deep, and intuitive combat systems.
  • Translate fantasy into mechanics by crafting combat experiences that are tactile, grounded in Indian martial aesthetics, and provide meaningful decision-making under pressure.
Perks:
  • Partnering with Deel to facilitate hiring globally
  • Ensuring compliance with local labor laws
  • Providing tailored benefits for each country

Job Details

The position

Job description

Context

Why do we need a Combat Director ?

As the Combat Director for Age of Bharat, you will be responsible for envisioning, directing, and executing a world-class combat experience that is grounded, skill-based, and deeply aligned with the game’s themes of myth, spiritual power, and resistance. You will lead a focused team of 4–7 combat/system designers and work closely with animation, AI, narrative, and gameplay programming to develop a cohesive, satisfying, and mechanically rich combat system.

Key Objectives

1. Combat System Architecture

  • Design and iterate on core combat mechanics, including melee, ranged, mobility, block/dodge systems, stamina/resource management, and combat-specific UI.
  • Establish and maintain a high-level combat design document and modular systems that scale from 1v1 duels to group encounters.

2. Combat Feel and Responsiveness

  • Work with animators and programmers to define the feel of attacks, hit reactions, timing windows, hit-stop, invincibility frames, and enemy feedback.
  • Playtest regularly to dial in fluidity, challenge, and player satisfaction.

3. Enemy Design Philosophy

  • Collaborate with AI and encounter designers to ensure enemy behavior, telegraphing, and attack patterns fit the core combat loops and player toolkit.
  • Guide creation of a diverse enemy roster that emphasizes readability, counterplay, and mastery.

4. Player Growth and Progression

  • Oversee the development of combat-related progression systems such as weapon types, upgrades, skills/techniques, and passive systems (e.g. Traits, Skill Tree, Blessings).
  • Ensure player growth supports multiple viable playstyles and encourages experimentation.

5. Motion Capture Collaboration

  • Interface with the animation teams while defining combat animation needs and direct mocap requirements in close collaboration with the creative and design director.
  • Serve as the key design stakeholder during mocap planning, sessions, and reviews — ensuring choreography, pacing, and transitions align with gameplay needs.
  • Work with animators to implement and iterate on mocap data for all combat interactions, including attack loops, special moves, finishers, reactions, and cinematic combat moments.
  • Ensure mocap content enhances mechanical clarity and emotional impact in combat.

6. Team Leadership & Collaboration

  • Provide clear direction, feedback, and mentorship to your combat design team.
  • Foster alignment across narrative, art, and systems to ensure that combat remains in sync with worldbuilding, story, and tone.
  • Work closely with production to scope and prioritize features effectively as well as define what additional staffing is required to achieve scope and vision.

7. Balance and Tuning

  • Drive balance across all player abilities and enemy types, ensuring combat is fair, challenging, and rewarding at all difficulty levels.
  • Define metrics and tools for combat tuning and iterate based on internal playtests and user feedback.

8. Combat as Expression

  • Embed thematic meaning into combat — ensure that systems reflect key cultural and philosophical aspects of Indian mythology (e.g., karma, dharma, inner balance).
  • Support player expression through weapons, stances, or abilities that reinforce character identity and playstyle.

Success Criteria

  • The combat experience is praised for its clarity, depth, responsiveness, and emotional impact.
  • The design team delivers consistently and is empowered under your leadership.
  • Combat mechanics scale across the full game without falling into repetition or imbalance.
  • Players feel that combat is not only mechanically rich but also meaningful within the world of Age of Bharat.Success Criteria

Key information

  • Accepting permanent staff and freelance candidates
  • Availability: May (if available later, do not hesitate to apply!)
  • Location: Paris (Full remote from Europe possible!)

Compensation and Benefits:

We partner with Deel to facilitate hiring globally, ensuring compliance with local labor laws and providing tailored benefits for each country. This collaboration allows us to offer competitive packages and seamless onboarding for our international team members, enhancing their employment experience no matter where they are located.

Preferred experience

Core Mandate

  • Define and own the combat vision for Age of Bharat together with the creative/design director, ensuring it reflects the tone, pacing, and thematic intent of the game world.
  • Build and lead a high-performing, collaborative design pod focused on delivering responsive, deep, and intuitive combat systems.
  • Translate fantasy into mechanics by crafting combat experiences that are tactile, grounded in Indian martial aesthetics, and provide meaningful decision-making under pressure.

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About The Company

Novaquark is dedicated to bringing people from across the globe, forging together our own worlds and creations. Their unique mindset and technologies are incredibly innovative, appealing to a wide audience and suitable for an array of projects. Their first game, Dual Universe, is an ambitious, continuous single-shard sandbox MMORPG taking place in a vast, untamed galaxy. The game grandly showcases the power of voxels and focuses on emergent gameplay with a player-driven in-game economy, politics, trade and warfare. Players and game makers alike are empowered to let their wildest imaginations soar to create stunning buildings and contraptions, fully-functioning vehicles of every shape and size, and awe-inspiring pieces of art. And they’re just getting started!

Paris, Île-de-France, France (Remote)

Paris, Île-de-France, France (Remote)

Paris, Île-de-France, France (Remote)

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