Lead Combat Director - F/M/NB

  • Paris
  • Full-Time
  • Start Date: 01 July 2025
  • Apply Now

About

Novaquark is dedicated to bringing people from across the globe together to breathe life into worlds of their own making. Our first game, Dual Universe, grandly showcases the power of next-generation voxels. Players and game makers alike are empowered to let their wildest imaginings soar to create stunning buildings and contraptions, fully-functioning vehicles of every shape and size, and awe-inspiring pieces of art.

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At Novaquark, we are dedicated to fighting discrimination in all its forms and fostering an inclusive environment including those from individuals with disabilities. We welcome applications from all candidates, as we strive to build a team that reflects the rich diversity of our global community.

Job Description

Context

Why do we need a Lead 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.

Recruitment Process

1. First conversation (20 min) – Video call with Arthur (Recruiter)

2. Technical Interview (1 hour) – Video call with Francisc (Design Director) and Mihai (Lead UX Designer)

3. Team Interview (1 hour) – Video call with the rest of the Design team

Arthur will ensure follow-up and coordination throughout the entire process.

Additional Information

  • Contract Type: Full-Time
  • Start Date: 01 July 2025
  • Location: Paris
  • Education Level: Master's Degree
  • Experience: > 7 years
  • Possible full remote