• Design the core systems of the game, with input from the game director: production chains, resources, logistics, progression and economy. • Take high-level mechanics and break them down, step by step, into something the team can build.
Responsibilities:
— Design the core systems of the game, including production chains, resources, logistics, progression, and economy, with input from the game director.
— Break down high-level mechanics step by step into actionable tasks for the team.
— Prototype and tune systems independently using spreadsheets, simulations, and Blueprints.
— Write and maintain clear design documentation aligned with the actual game.
— Collaborate daily with programmers, artists, and production to ensure design and implementation alignment.
— Organize design work by managing priorities, open questions, decisions, and their rationale.
— Act as a sparring partner for the Game Director by challenging ideas and proposing alternatives.
— Eventually lead a small design team (Level Designer, Content Designer) and influence studio design practices.
Requirements:
— Minimum 8 years of professional game design experience with a strong focus on systems design.
— At least one shipped title where you owned major systems, preferably in systemic games such as simulation, strategy, sandbox, automation, survival, or colony builders.
— Passion for factory and automation games, understanding why players invest extensive time in them.
— Systemic thinking including feedback loops, dependencies, scaling, emergent behavior, and edge cases.
— Hands-on approach to prototyping and testing ideas personally.
— Excellent written and verbal communication skills in English.
— Availability to work compatible with the CET timezone.
Nice to Have:
— Programming background or solid scripting skills in Blueprints, C++, C#, Python, Lua, or similar.
— Experience with Unreal Engine.
— Experience leading or mentoring other designers.
— Previous work in small or remote indie teams.
— Personal projects related to factory games (mods, tools, prototypes, calculators, blueprints).
Benefits:
— Full-time (40h/week), fully remote position.
— Very flexible working hours.
— Real influence on a game from its early stages.
— Paid overtime with efforts to minimize it.
— Book and training budget (100€ per month, more if needed).
— Focus days dedicated to learning new skills or research.
— Yearly on-site team events.
— Automatic baseline salary adjustment of 2% per year.
— Hardware and home office budget (2,000€ upon joining, then 1,000€ yearly).
— Job Ticket available if living in Germany.
Контакты работодателя доступны по кнопке «Откликнуться» после входа.
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Principal Systems Designer; зарплата не указана; понятные задачи; гибкий формат; современный стек; хороший соцпакет.
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Зарплата не указана
Зарплата не указана ни в тексте, ни в полях, только сказано 'Negotiable'.