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Absurd Ventures

Cinematic Technical Designer

Reposted One Month Ago
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In-Office
Santa Monica, CA, USA
115K-140K Annually
Mid level
In-Office
Santa Monica, CA, USA
115K-140K Annually
Mid level
Implement and polish cinematic sequences in Unreal Engine 5 using Sequencer and Blueprint. Build cinematic control logic, integrate animation, audio, and mission systems, diagnose runtime issues in an open-world environment, and document pipelines while collaborating across design, animation, audio, and engineering.
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Summary 

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, building tools for cinematic systems, and owning the connective tissue between player control, mission scripting, and authored content. 

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. 

Core Responsibilities 

  • Implement cinematic sequences in Unreal Engine 5 using Sequencer, including full cinematics, interactive cinematics, and blended in-world moments. 
  • Own the "glue" between mission scripting, player control handoffs, cameras, VFX events, environment set dressing and cinematic playback — ensuring transitions are seamless and state is always clean. 
  • Build and maintain Blueprint logic supporting cinematic events: triggers, state management, player possession and de-possession, camera blending, and post-cinematic flow. 
  • Implement and modify narrative implementation in our writing tools to ensure we're ingesting the correct data with the correct timing. 
  • Collaborate with Mission Designers to identify where cinematics serves the design and problem-solve where authored content and systemic gameplay intersect. 
  • Pitch, playtest and profile cinematic needs to resolve creative problems and improve overall narrative and gameplay quality. 
  • Work with Animators to integrate character performances, facial animation, and mo-cap data into sequences correctly and to brief. 
  • Partner with Audio and Dialogue teams to ensure VO, music, and sound events are timed and triggered correctly across all cinematic contexts. 
  • Diagnose and resolve issues at the boundary of cinematic and open world systems — streaming, LOD, world state, and player state edge cases. 
  • Write and maintain clear technical documentation for cinematic pipelines, workflows, and implementation patterns. 
  • Proactively surface risks related to cinematic scope, performance, or implementation complexity and communicate them to Production and leads. 

Core Qualifications 

  • 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. 
  • Solid Blueprint scripting skills, with the ability to build and debug cinematic control flows independently. 
  • Clear understanding of open world mission architecture — how cinematics are triggered, how player state is managed, and how streaming affects authored content. 
  • Fluency in the language of camera and editing: you understand shot composition, coverage, and timing, and you can implement a director's intent. 
  • Strong communication and cross-discipline collaboration skills. You can work across design, art, animation, and engineering without getting lost in translation. 

Plus if… 

  • Experience with MetaHuman facial animation pipelines or driven performance systems in UE5. 
  • Familiarity with Perforce and large shared codebases. 
  • Background in film, screenwriting, or on-set production — people who think in shots tend to do this work at a different level. 
  • Experience with narrative branching systems or dialogue trees that intersect with cinematic delivery. 
  • Passion for narrative-heavy games and cinematics 

Description 

  • Full-time job with benefits. 
  • Role is on-site in Santa Monica, CA. 
  • Office is located near downtown Santa Monica — near metro and freeways. 

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.  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) matching to regular full-time employees. Certain roles may also be eligible for bonus and equity. 

HQ

Absurd Ventures Santa Monica, California, USA Office

Santa Monica, California, United States

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