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MUFF

Combat Designer

Muffin Games
Location
San Francisco, California
Experience
Mid · Senior · Lead
Posted
Aug 28, 2026
Type
Contract · Remote

About the role

This position has been closed or filled.

About the Project

When an ancient orb shatters over a tropical archipelago, a young apprentice recovers a fallen shard and begins uncovering its secrets. Master your class, battle through dungeons and raid bosses, and collect the remaining shards before a rogue sorceress finds them first, all in a single-player world that lives like an MMO.


Where We Are

The project is in pre-production. The world, themes, and high-level story beats are defined, and core systems are being built out. The project lacks a formalized combat direction, including pillars, conventions, and a class framework. The role involves guiding the team on best practices and helping define combat requirements. You would be joining at a formative stage where the combat pillars, progression philosophy, and class conventions will define the entire game.


About the Role

The goal is to define MMO-style combat for a single-player game, including class kits, rotations, cooldowns, and dungeon/raid-style encounter mechanics, supported by a party system utilizing the holy trinity of tank, healer, and damage. You will author a combat design foundation and grow into designing individual classes end to end.


Responsibilities

  • Vision and pillars: Define the pillars of combat (pace, readability, challenge, player fantasy) and the conventions that keep every ability, enemy, and encounter consistent.
  • Progression design: Define how player power and complexity grow over time: ability acquisition, talent trees, and how the combat experience evolves from the first hour to endgame.
  • Class and ability design: Establish the class framework (roles, fantasies, resource models) with example ability kits and talent trees, then design full classes in later phases.
  • Player expectations: Analyze how players in the genre think about class design, fantasy, and balance, and determine where to meet those expectations or break them.
  • Systems collaboration: Partner with systems designers and engineers so combat, quest rewards, and progression reinforce each other.
  • Documentation: Write clear, structured design documentation.
  • Guidance: Advise on combat design process, tooling, and best practices.

Phases

Phase 1: Discovery (Fixed Contract)

  • Get up to speed on the GDD, story outline, systems work, and intended fantasy. This phase concludes with a findings write-up including a read on combat vision, open questions, and a recommended plan for Phase 2.

Phase 2: Combat Pillars & Framework (Fixed Contract)

  • Author the combat design foundation including:
    • Combat vision document: Pillars, feel, fantasy targets, and conventions (readability, telegraphing).
    • Progression framework: How power, abilities, and complexity unlock over time.
    • Class framework: Roles, fantasies, and resource models.
    • Example ability kits: Worked examples demonstrating conventions and synergy.
    • Example talent trees: Worked examples showing structure, choice cadence, and reward philosophy.
    • Tuning models: Spreadsheet models for power curves, damage, and resource baselines.
    • Tooling: Identify tools and workflows to speed up prototyping and experimentation.
    • Review: Iterate based on team feedback.

Phase 3: Class Design (Ongoing Contract)

  • Design individual classes end to end: full ability kits, talent trees, rotations, and tuning targets.
  • Conduct basic balance and tuning assessments.
  • Identify ongoing tooling needs.

Qualifications

  • 3-5+ years of game design experience with significant focus on combat or systems design.
  • At least one shipped title or a substantial released project.
  • Track record of authoring design foundations (vision docs, shipped combat systems, class designs, or talent trees).
  • Deep fluency in class-based combat: ability kits, rotations, roles, resource models, and MMO-to-single-player translation.
  • Ability to analyze fun and engaging combat and turn it into design decisions.
  • Strong grasp of progression design: talent trees, power curves, and complexity ramps.
  • Proficiency with spreadsheets (Excel or Google Sheets) for tuning models and balance math.
  • Ability to weigh conflicting viewpoints, make recommendations, and commit to decisions.
  • Collaborative attitude regarding feedback.
  • Excellent documentation and communication skills.
  • Experience working async and remote with a small team.
  • Fluent in English (written and spoken).

Nice to Have

  • Unity experience.
  • Experience designing boss fights or enemy AI on a shipped action title.
  • Background in MMOs, ARPGs, or other class-based, combat-dense genres.
  • Experience with combat metrics, telemetry, and data-informed balancing.
  • Trained eye for game feel: animation timing, hit reactions, and feedback.

Logistics

  • Hours: Contract, part-time (est. 5-15 hours per week depending on phase).
  • Rate: $60-75/hour.
  • Schedule: Fully remote and largely asynchronous; manage your own time with occasional syncs.
  • Communication: Primarily through written channels.
  • Documentation/Tools: Notion for documentation, shared spreadsheets for tuning models.
MUFF

Muffin Games

Games & Interactive
Open roles
2
Founded
N/A
Employees
1-10
Location
2 offices