Cinematic Technical Designer
Absurd Ventures
| Company | Absurd Ventures |
| Category | Design |
| Location | Santa Monica |
| Remote | On-site (inferred) |
| Employment | Not stated |
| Level | Not stated |
| Salary | Not stated by the employer |
| Posted | 9 Jul 2026 |
| Last verified | 31 Jul 2026 |
| Source | Employer career page (greenhouse) |
Description
Cinematic Technical Designer
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, Cinematics Directors, 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…
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