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Game designer (social game) Gamedev

Published
Astana Remote work Full-time

Main requirements

What is important in experience (Hard-skills):

  • experience as a game designer on mobile F2P projects with LiveOps — from 2 years for Middle, from 3+ years for Senior with ownership metrics cases;
  • Understanding the cycle "hypothesis → design → release → analysis → iteration" is the ability not just to invent, but to verify and improve based on data.;
  • skills of working with the game economy and balance — calculations of monetization, progression, rewards, retention vs revenue trade-off;
  • knowledge of key metrics — R1–R28, ARPU, ARPPU, Churn, Conversion, Engagement, LTV; ability to read data in Dev2Dev (or equivalent) and set tasks for analytics;
  • experience in creating GDD and TK — structured, understandable to developers, artists, analysts and QA; willingness to use AI to accelerate;
  • understanding the LiveOps rhythm — events, seasons, content calendar, fast iterations without loss of quality;
  • the skill of working with narrative and texts is the ability to write scripts, dialogues, UI copyright in a casual/social tone;
  • a portfolio of completed commercial projects — indicating personal contributions, preferably with figures for increased engagement, monetization, or retention;
  • knowledge of tools — Jira, Miro, Figma, Google Sheets, Confluence and confident use of AI (LLM) in work.

What is important in the style of work (Soft-skills):

  • responsibility for the result is to link your actions to the KPI, not to shift responsibility to the producer or analyst.;
  • initiative — independently find growth points in data, player behavior and calendar, and offer solutions first;
  • Systems thinking is about seeing the connections between mechanics, economics, monetization, social loops, and narrative.;
  • communication skills and teamwork — work in a strong GD team and with related roles without loss of ownership, be able to argue and hear others;
  • Data reasoning — build any proposals on numbers and learning, not on "it seems to me" or "the players are asking";
  • stress tolerance — LiveOps for 60M+ audience does not forgive mistakes, but you are ready to correct them quickly and learn;
  • energy and drive — the interest in Kiss Me as the flagship product, with 60+ million live audience, the desire to improve the project, the willingness to accept the challenges of high-tempo live ops and to see the impact of their decisions in real metrics.

Where the role will be difficult

This role requires a combination of product thinking, analytics, and design courage. It can be difficult if you are closer to:

  • work according to a clear statement of work from the producer, rather than independently searching for hypotheses;
  • create beautiful mechanics without reference to business indicators;
  • give away the document and forget about monitoring the implementation and analyzing the effect;
  • Rely only on intuition, ignoring the data;
  • avoid tight live-ops cycle deadlines and fast iterations;
  • be a solo hero, not part of a strong GD team.

What you will do

What will need to be done:

  • maintain a fixed business metric - coordinate the baseline, goal, hypotheses and action plan, regularly report on progress and adjust the course based on the data;
  • Develop and conduct LiveOps events — seasonal mechanics, time-limited activities, content updates that increase engagement and return;
  • Manage the economy and monetization — balance offers, rewards, and progression, and find a compromise between profitability and retention so as not to ruin the gaming experience.;
  • Design social and narrative mechanics — weave story-driven scenarios, texts, and social interactions into core gameplay while preserving Kiss Me's casual identity;
  • to form and test hypotheses — every significant feature should have a goal, a success metric and a verification plan; after the release, you analyze the effect and decide what to do next.;
  • document and monitor implementation — write GDDS and TK (using AI to speed up), accept features on DEV, check design compliance before QA and release;
  • work cross-functionally — synchronize with developers, artists, analysts, marketers, community managers and a producer so that everyone moves towards a common goal;
  • Integrate AI into daily processes — use neural networks to prepare documents, texts, balance prototypes, analyze references and competitors to free up time for creativity and analysis.;
  • (with a Lead track) manage a team of 2+ game designers, delegate, control the quality of documents and help colleagues grow.

What we offer

Conditions:

  • ownership of a business metric - you choose your own zone of influence (Retention, Monetization, or Engagement) and get real leverage to change it.;
  • working on a scale of 60M+ players — your decisions are seen by millions, and the effect is measured as a percentage of the growth of key indicators.;
  • strong data-driven culture — you work in a team where all decisions are made based on data, not taste, and you have access to analytics (Dev2Dev and other tools);
  • work in a promising and developing company, a young and friendly team;
  • remote work;
  • formalization and financial stability;
  • the usual vacation is 28 calendar days per year;
  • compensation for the cost of learning English at SkyEng School;
  • support in significant events;
  • an active corporate life for all employees;
  • the opportunity to grow professionally: paid conferences and courses, purchase of professional literature.

You can send a response to our email.: info@rockstonedev.com

ТОО РОКСТОУН К
ROCKSTONE — команда разработчиков free-to-play игр
Participant of Astana Hub
Job Type
Remote work
Type employment
Full-time
Required education level
Bachelor's degree
Company industry
Information Technology
Work experience
At least 3 years
Salary
Not specified
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