Senior Game Designer
About the role
You’ll own the core game—loops, progression, economy—the systems that decide whether players stay in flow or quietly drop off. You'll turn “music + puzzle as one system” from a sentence into something millions of people feel. You'll prototype fast, read the retention curve like sheet music, and make the hard call every time: ship it, tune it, or kill it. Ideas earn their place on the data, not in a deck.
Responsibilities
- Build and re-tune levels, difficulty curves, and progression until the climb feels right
- Read the retention curve and player feedback alike, and turn both into clear design calls
- Prototype fast and hands-on in Unity or Unreal—playable in days, not weeks—and aren’t precious about killing your own ideas
- Ship features end to end with engineers, artists, and audio, from concept to release
- Frame trade-offs in a sentence, document the rationale, and raise the people around you
Requirements
- Have shipped multiple titles and owned core design—systems and mechanics—on at least one
- Know mobile and/or console cold: their constraints, inputs, and what players expect
- Have torn apart more game systems than you can count, just to see how they tick
- Use AI to code and build—it's already part of how you work, on every new problem
- Are at home with ambiguity, autonomy, and a small team that moves
Skills
Bonus points for free-to-play economy or LiveOps experience, spreadsheet fluency, an eye for UX, and a feel for music theory or rhythm. A degree in game design or CS is welcome—but the work speaks louder.
About us
A founder who's spent 10+ years shipping F2P hits. The backing of Amanotes. Real ownership of a real game from day one. And a studio quietly obsessed with craft—flow, near-miss pacing, designed difficulty, the details that separate good from great.