About the role
A good puzzle or casual game can be explained in one sentence and played in one second, yet it keeps you coming back for one more level. As a Game Designer you find those ideas, shape them into clear mechanics and satisfying levels, and use playtests and numbers to decide what stays and what goes.
You work together with development and art from the very first prototype to the store release, and you are happy to throw an idea away when the test says it isn’t fun.
What you’ll do
- Pitch and design new game concepts: the core mechanic, the loop that keeps players playing, and the hook that makes someone try it.
- Design, build and tune levels and difficulty curves, and make the first minutes of every game easy to understand.
- Write short, clear game design documents (GDDs) that the whole team can build from, and keep them up to date.
- Plan and run playtests, then turn what you see and what the data says into concrete changes.
- Follow the mobile market: study the top charts, new trends and competing games, and bring back what we can learn from them.
- Plan progression and rewards, and decide where ads and rewards fit without hurting the fun.
What we’re looking for
- Work you can show us: games, levels, prototypes or design documents you made.
- A deep interest in mobile games, especially puzzle, casual and hybrid-casual ones. You play a lot of them and can explain why they work, or don’t.
- Clear communication: you can explain an idea on one page with a quick sketch.
- Comfort with spreadsheets for balancing and simple data analysis.
- You’d rather test five small ideas than defend one big one.
Nice to have
- Games you worked on that are live on the App Store or Google Play.
- Enough Unity to build a greybox level or tune values in the editor yourself.
- Experience with A/B tests, retention and other game metrics.
- Experience with level editors or content tools.