Game Designer (Idle RPG)
Game Designer for a 2D Midcore Idle RPG. Remote, full-time. Design game systems, balance, and live content.
We are a small team developing a 2D Midcore Idle RPG. The project is actively developing, and we are looking for a game designer. Tasks: - Design and document key game systems: hero progression, in-game economy, combat mechanics, events (GDD, schemes, User Flow, technical specifications for the team); - Build mathematical models of character balance and maintain balance tables in Excel / Google Sheets; - Configure difficulty and progression curves, design game loops and engaging loops; - Design levels and quest chains; - Prototype features in Unity (or Figma) and conduct internal playtests; - Conduct A/B tests of key elements (balance, rewards, UI), analyze metrics (Retention, ARPU, LTV) and adjust systems based on results; - Balance live content: events, seasons; - Work closely with art, development, and analytics, improving the product iteratively.
- 500+ hours of total game experience in the following games: IdleOn, Revolution Idle, Melvor Idle, Idle Slayer, NGU IDLE, Unnamed Space Idle, Idle Clans, Idle Skilling, Idle Fishing. For all candidates: - Confident use of AI tools (ChatGPT/Claude, etc.); - Understanding of metrics (ARPU, ARPPU, LTV, Retention) as data for system balancing, not as reporting; - Ability to work with balance tables and complex formulas in Excel / Google Sheets; - Prototyping skills in Unity or mockup skills in Figma / Sketch; - Analytical thinking: ability to turn an idea into a formula and verify it with numbers. Will be a plus: - Experience with Pixel Art projects: understanding style limitations and ability to formulate technical specifications for an artist. Not considered: - Without real game experience in idle — the genre cannot be understood from descriptions and reviews.
- Fully remote; - Schedule: 12:00 to 21:00 MSK (1 hour lunch); - Full-time: 5/2, 8 working hours; - Employment format — self-employment; - No bureaucracy or reports — we focus on efficiency; - No strict hierarchy: if you know how to do better — propose and argue; - Work in a small team with the ability to influence processes.
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