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Aktif
Ofis
Santa Monica
Yayınlandı · 22.09.2026
Greenhouse (US)

# Cinematic Technical Designer

Absurd Ventures

Summary&nbsp; We are looking for a Cinematic Technical Designer to join our team and help bring story moments to life across an all-new open world IP built in Unreal Engine 5. This role lives at the intersection of mission design, cinematics, and systems — responsible for implementing cinematic sequences,&nbsp;building tools for cinematic systems,&nbsp;and owning the connective tissue between player control, mission scripting, and authored content.&nbsp; As a Cinematic Technical Designer at Absurd Ventures, you will work closely with Mission Designers, Animators, and Engineers to build, integrate, and polish cinematic moments across a broad range of contexts — from quiet interactive scenes to large-scale scripted set pieces. You are equally comfortable in Sequencer and Blueprint, and you understand how both tools behave in development environments and inside a live, streaming open world.&nbsp; Core Responsibilities&nbsp; Implement cinematic sequences in Unreal Engine 5 using Sequencer, including full cinematics, interactive cinematics, and blended in-world moments.&nbsp; Own the "glue"&nbsp;between mission scripting, player control handoffs,&nbsp;cameras, VFX events, environment set dressing&nbsp;and cinematic playback&nbsp;— ensuring transitions are&nbsp;seamless and&nbsp;state&nbsp;is always clean.&nbsp; Build and&nbsp;maintain&nbsp;Blueprint logic supporting cinematic events: triggers, state&nbsp;management, player possession and&nbsp;de-possession, camera blending, and post-cinematic flow.&nbsp; Implement and&nbsp;modify&nbsp;narrative implementation in our writing tools to ensure&nbsp;we're&nbsp;ingesting the correct data with the correct timing.&nbsp; Collaborate with Mission Designers to&nbsp;identify&nbsp;where cinematics&nbsp;serves&nbsp;the design and problem-solve where authored content and systemic gameplay intersect.&nbsp; Pitch, playtest and profile cinematic needs to resolve creative problems and improve overall narrative and gameplay quality.&nbsp; Work with Animators to integrate character performances, facial animation, and mo-cap data into sequences correctly and to brief.&nbsp; Partner with Audio and Dialogue teams to ensure VO, music, and sound events are timed and triggered correctly across all cinematic&nbsp;contexts.&nbsp; Diagnose and resolve issues at the boundary of cinematic and open world systems — streaming, LOD, world state, and player state edge cases.&nbsp; Write and&nbsp;maintain&nbsp;clear technical documentation for cinematic pipelines, workflows, and implementation patterns.&nbsp; Proactively surface risks related to cinematic scope, performance, or implementation complexity and communicate them to Production and leads.&nbsp; Core Qualifications&nbsp; 3+ years of experience as a Cinematic Technical Designer, Technical Designer, or similar role in the video game industry. Experience supporting cinematic implementation on at least one shipped AAA title. Strong hands-on expertise with Unreal Engine 5 Sequencer — shot tracks, event tracks, camera rigs, blending, and runtime playback.&nbsp; Solid Blueprint scripting skills, with the ability to build and debug cinematic control flows independently.&nbsp; Clear understanding of open world mission architecture — how cinematics&nbsp;are&nbsp;triggered, how player state is managed, and how streaming affects authored content.&nbsp; Fluency in the language of camera and editing: you understand shot composition, coverage, and timing, and you can&nbsp;implement&nbsp;a director's intent.&nbsp; Strong communication&nbsp;and cross-discipline collaboration skills. You can work across design, art, animation, and engineering without getting lost in translation.&nbsp; Plus&nbsp;if…&nbsp; Experience with&nbsp;MetaHuman&nbsp;facial animation pipelines or&nbsp;driven performance systems in UE5.&nbsp; Familiarity with Perforce and large shared codebases.&nbsp; Background in film, screenwriting, or on-set production — people who think in shots tend to do this work at a different level.&nbsp; Experience with narrative branching systems or dialogue trees that intersect with cinematic delivery.&nbsp; Passion for narrative-heavy games and cinematics&nbsp; Description&nbsp; Full-time job with benefits.&nbsp; Role is on-site in Santa Monica, CA.&nbsp; Office is&nbsp;located&nbsp;near downtown Santa Monica — near metro and freeways.&nbsp; The base pay range for this position is $115,000 - $140,000 per year. Actual compensation is based on market location and may vary depending on job-related knowledge, skills, and experience.&nbsp; We also offer a competitive package of benefits including vacation time, sick time, company holidays, parental leave, medical/dental/vision insurance, life insurance, disability insurance, and 401(k)&nbsp;matching to&nbsp;regular full-time employees. Certain roles may also be eligible for bonus and equity.&nbsp;

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