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Technical Combat Designer / Programmer

Neptune's Cloud Entertainment

RemoteremotePosted 8 hours ago

// REQUIRED SKILLS

unityunrealmultiplayerarcontract
// JOB DESCRIPTION

**Responsibilities**

Neptune's Cloud LLC is hiring a combat designer/programmer for it's first inhouse product, Eternal Gauntlet, an action arena fighter / tactical MOBA shipping a Kickstarter demo in November, 2026.

Project context: Unreal Engine 5 + Gameplay Ability System. 5 asymmetric classes (Assassin, Mage, Marksman, Bruiser, Controller). 1v1 and 2v2 multiplayer. Combat philosophy: Mutual Risk, Readable Agency, Asymmetric Balance — wind-up telegraphs, commit windows, recovery frames, a class-differentiated poise system, three-tier hit responses, momentum meter, CC immunity + tenacity for 2v2.

Scope:

  • Primary: Assassin class polish to "demo-undeniable" feel. Combo timing, launch distances, cancel windows, attack commitment, recovery framing.
  • Cross-class: Three-tier hit response system (Light tech-immediately, Heavy tech-after-stun, CC no-tech) implemented or tuned consistently across all 5 classes.
  • Mage class polish — projectile feel, skill-shot tuning, CC application.
  • Budget: $3,000 - $5,000

    **Qualifications**

  • UE5 + GAS shipped code (sample or shipped project — not "familiar with").
  • Action combat portfolio with playable proof. For Honor / souls-like / DMC / fighting game lineage strongly preferred.
  • Frame data fluency. (Interview question: "what's the difference between a cancel window and a buffer window?")
  • Timeline: Contract signed by June 28, 2026. Sprint kickoff July 1. Final deliverable due August 31. Single weekly sync, async otherwise.

    **How to Apply**

    Discord Contact: @wmii - DM and ask for an appointment

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