Job Description
We’re seeking a Game Designer who thrives on crafting systems that keep players coming back—not with gimmicks, but with meaningful progression, layered mechanics, and a loop that feels earned. You’ll be responsible for the design and iteration of gameplay systems that drive engagement across our upcoming PC/console title, a narrative-rich, progression-heavy action-RPG. This isn’t about dragging and dropping prefabs. We want someone who can abstract player motivation into real mechanics.
What You’ll Be Doing
- Design progression systems (XP curves, unlock trees, skill gating, meta-game pacing) that evolve with the player and don’t flatten out after hour ten.
- Build and maintain economy systems (currencies, trade-offs, crafting flows) that support both in-game decisions and long-term retention, without tipping into grind.
- Own moment-to-moment loop tuning—from encounter frequency to reward cadence—and work closely with Combat and Narrative teams to keep systems in sync with tone and pacing.
- Prototype ideas using in-house tools or scripting, and know when to paper-test versus when to jump into engine.
- Write clear, implementation-ready design docs that can be handed off to engineers without follow-up meetings every other hour.
- Contribute to UX wireframes and HUD logic to ensure your systems are accessible, readable, and aligned with player expectations (no menu mazes).
- Audit live gameplay data and conduct player testing to iterate based on actual behaviors, not just gut feelings.
What We’re Looking For
- 3–5+ years experience as a systems or progression designer on at least one shipped PC/console title.
- Strong understanding of player psychology, especially around long-term engagement and reward structures.
- Proven ability to work within non-linear progression frameworks (e.g., classless character builds, modular upgrades, hybrid economies).
- Fluent in balancing systems around soft variables—like narrative impact or emergent play—not just numeric efficiency.
- Comfort with scripting or logic-based tools (e.g., Blueprint, Lua, Unity visual scripting).
- Experience working with cross-functional teams, especially narrative, audio, and combat design.
- You’re opinionated about what makes a mechanic meaningful—but flexible enough to kill your darlings.
Bonus Points
- Background in pen-and-paper RPG design or other non-digital systems design (card games, tabletop, LARPs).
- Familiarity with live service operations and post-launch tuning.
- Prior work with low-HUD or immersive interfaces.
- You’ve built your own prototype systems in a personal or indie project and can walk us through the why—not just the what.
Are you interested in this position?
Apply by clicking on the “Apply Now” button below!
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