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Technical Designer - Monsters
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Climax Studios
Europe
United Kingdom
Game Development
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Permanent

Technical Designer - Monsters

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Climax is one of the leading creative lights of independent games development with an outstanding line of top published titles. It truly is an exciting and inspiring place to work and you'll be based out of our new Edinburgh studio based in the heart of the city overlooking the historic castle.

You take your creativity seriously and games should be what get you fired up and passionate. At Climax we embrace those who see things in a different way and aren’t afraid to try-out new things and push themselves out of their comfort zones.

We're hiring a Technical Designer to help build expressive enemies for our upcoming AAA FPS. You’ll be responsible for implementing, tuning, and systemizing a range of enemy archetypes using Unreal Engine 5. This role demands tight collaboration across design, animation, and code to deliver enemies that are challenging, readable, and deeply integrated into gameplay.

Benefits

  • Excellent holiday package
  • Regular social events
  • A friendly, focused, ambitious and relaxed working environment
  • Ongoing training and development, with career progression
  • Group Private Medical Insurance provided by BUPA
  • Group Life Insurance
  • Employee Assistance Programme
  • Private Dental Insurance
  • Group Income Protection
  • Company Pension Scheme
  • Cycle To Work Scheme
  • Eye-Care Vouchers

Perks

  • In-house clubs and socials. From board games, tennis, football to D&D nights, there are lots of opportunities to socialise.
  • Regular Socials including Project Wrap Parties, team and studio events, Christmas and annual Summer parties and some great charity fundraising events.

Experience & Requirements

  • Shipped at least one console title in a Technical Design, AI Design, or related role.

  • Strong proficiency in Unreal Engine 5 Blueprint scripting.

  • Experience building Behaviour Trees, Blackboards, and AI state management logic.

  • Strong understanding of FPS combat pacing, enemy threat readability, and encounter balance.

  • Familiarity with animation integration: montages, sync markers, notifies, and state machines.

  • Passion for enemies that evolve player challenge and enrich the combat loop.

Responsibilities

  • Own technical implementation of enemy behaviours from prototype through to production.

  • Build and maintain modular systems using Behaviour Trees, Blackboards, and Blueprint logic.

  • Sync attack timing, hit reactions, and executions with animation teams.

  • Maintain clean documentation and asset structures for all enemy systems.
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