Game Designer (Feature Development)
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Description
What you'll do
β Design and specify new features that drive Engagement and Retention
β Analyze feature adoption funnels (introduction β activation β retention) and optimize user flows, friction points, and reward structures β Define unlock conditions, rewards, and Expected Value (EV) models by player segment β Ensure economic alignment with existing systems, including Source/Sink balance β Collaborate cross-functionally to establish A/B testing plans and measurement requirements β Design and balance mechanics and progression systems that strengthen player flow and long-term retention
β Continuously tune features post-launch using live data
β Analyze win rates, retention deltas, gameplay curves, and economic metrics to optimize balance β Lead live tuning cycles (hypothesis β parameter adjustment β measurement β iteration) β Maintain structured difficulty tiers (Normal / Hard / Boss / Event where applicable) β Partner with UX, Art, Engineering, Analytics, and LiveOps to optimize clarity, feedback loops, and system cohesion β Document tuning frameworks and economic design principles for alignment across teams
Requirements
β Proven development and live-operations experience in F2P Puzzle and/or Merge genres, with deep understanding of gameplay mechanics β Ability to communicate with ownership and confidently engage with executive leadership (including CEO-level discussions) β Capable of building Unity mock-ups independently and communicating ideas grounded in implementation feasibility β Strong interest in game design, level design, player psychology, and data science
Core Skills:
β F2P System Design Expertise
β Data-Driven Iteration Cycle Management
β Specification & Alignment Communication
β Production Planning & Optimization
β Deep understanding of how difficulty curves, flow design, and economic systems impact retention and monetization β Strong analytical skills translating quantitative metrics into actionable design decisions β Experience with level production capacity planning in casual genres (including AI-assisted pipelines)