About the Role:
We are looking for a hands-on Game Designer who can prototype mechanics, build levels, and turn ideas into playable experiences.
You will be directly shaping puzzles, systems, and progression while collaborating closely with artists, animators, and developers.
We welcome candidates with either a visual/graphic design background (art, animation, UI/UX) or a technical background (game scripting, logic prototyping, or interactive design), who fit the criteria below.
What You’ll Do:
● Design, document, and refine core gameplay mechanics, progression systems, and (when needed) game economy.
● Build quick prototypes — scripting simple interactions, implementing mockups, and assembling test scenes.
● Create and iterate on levels, puzzles, and gameplay challenges that are fun, logical, and intuitive.
● Prepare clear and concise design documentation: core loop, success metrics, test plans.
● Work closely with artists and animators to integrate mechanics into playable content.
● Perform basic balancing and telemetry setup (defining key metrics, running A/B hypotheses).
Requirements:
● 1–3+ personal mini-projects or prototypes (available on itch.io, Steam, GitHub, or as videos).
Either:
○ Practical scripting ability (any modern language suitable for game logic prototyping), or
○ Practical art skills (2D/3D, VFX, or animation) for visual development.
● Examples of original levels or puzzles with a clear explanation of the design intent and why they work.
● Ability to produce short, structured, and clear design specs.
● Openness to iteration and user testing.
Nice-to-Have:
● Experience in casual or puzzle game development.
● Experience designing onboarding, tutorials, and dynamic difficulty.
● Basic 2D/3D art skills (greyboxing, concept sketches, simple sprites or models).
● Familiarity with animation workflows and tools (e.g., Spine, DragonBones, or similar).
● Basic ability to prototype visually to communicate gameplay ideas.
What We’d Like to See in Your Application:
● 2–3 links to prototypes (video or playable builds).
● 1–2 sample design documents (2–3 pages each, concise but non-trivial).
● A short Loom or video presentation (up to 5 minutes) explaining one of your mechanics:
○ What makes it engaging?
○ How could it scale into a full game experience?