Combat Design is the discipline of crafting how players engage in conflict — not just through attacks, but through rhythm, clarity, decision-making, and space. It’s about designing systems of threat and agency, where every strike, dodge, or tactic has weight and meaning.
Combat designers shape the player's moment-to-moment experience, coordinating mechanics, enemy AI, feedback, and level flow into a system that’s visceral, readable, and skill-expressive.
1️⃣ What makes great combat?
Combat is a dynamic feedback loop: player action → enemy reaction → player adjustment. A good system balances mechanical precision, psychological tension, and aesthetic payoff.
📍Core characteristics of well-designed combat:
Trait | Description | Example |
Responsiveness | Player inputs feel immediate and impactful | God of War — heavy axe throw & return |
Clarity | Telegraphs, animations, and hitboxes are readable | Sekiro — deliberate windups, clear parries |
Skill expression | Player mastery improves performance | Devil May Cry — combo depth and style ranking |
Variation | Encounters change over time | Hades — evolving boss phases |
Tactical decision space | Multiple viable approaches | Elden Ring — melee, ranged, stealth, magic |
2️⃣ Combat Design Approaches
Combat design is multi-disciplinary — blending system design, feel tuning, animation logic, AI scripting, and level collaboration.
Common design strategies:
- Define combat verbs (attack, block, dodge, cast)
- Create enemy archetypes with distinct behaviors
- Prototype movement and attack timing early
- Design feedback systems (VFX, SFX, hitstop, camera shake)
- Map encounters to spaces that reinforce pacing
📍Combat design is as much about the space around the action as it is about the mechanics themselves.
3️⃣ Who is a Combat Designer?
A combat designer builds the interplay between player and threat. They choreograph how agency, pressure, and skill collide — making sure fights feel fair, tense, and expressive.
They work across disciplines to make mechanics come alive: from weapon feel to boss behavior to damage feedback.
🟠 Key Skills
- Deep game feel intuition (timing, input latency, responsiveness)
- Enemy design and behavior scripting
- Understanding of animation timing and transitions
- Spatial thinking (arena layout, line of sight, verticality)
- Balance tuning and skill curve shaping
- Pacing design — when to breathe, when to overwhelm
- Collaboration with level design, VFX, and AI teams
🟤 Who is this role for?
Combat design fits people who:
- Obsess over hit feel, dodge timing, and enemy reactions
- Enjoy thinking through 1v1 dynamics and encounter pacing
- Are both technical and artistic in how they express mechanics
- Like iterating hands-on — tweaking values until it "feels right"
- Want to make combat that is felt, not explained
🟢 What does a combat designer actually do?
Task | Description |
Define combat mechanics | Attacks, mobility, stamina, lock-ons, targeting |
Script enemy behaviors | Archetypes, AI states, attack logic |
Tune weapon feel | Swing speed, delay, impact, combo flow |
Design encounters | Enemy mixes, ambushes, boss stages |
Integrate with level design | Arena layout, cover, traps, sightlines |
Build combat feedback | VFX, SFX, animation events, camera shakes |
Balance difficulty curves | From tutorial grunts to final boss |
Playtest for feel | Identify frustration or flatness through iteration |
🟣 Typical Tools & Outputs
Tool/Format | Purpose |
In-engine prototypes | Playable loops for timing and pacing testing |
Animation blueprints | Syncing hits, cancels, and transitions |
Enemy design docs | AI states, resistances, patterns |
Combat spreadsheets | Weapon DPS, stamina cost, frame data |
Level blockouts | Combat arenas and encounter scripting |
Debug tools | Hitbox viewers, damage logs, enemy state overlays |
4️⃣ Common Combat Patterns
- Parry windows and risk-reward clashes
- Mob vs Elite vs Boss layering
- Weapon triangle or elemental counters
- Attack tells and response timings
- Resource tension (ammo, cooldowns, posture)
- Mobility vs power trade-offs
📍Combat design is where mechanics meet pressure — and when done well, players feel like every victory is earned through skill, not stats.