Lead Game Designer
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Role details
Tech stack
Job description
We are hiring a Lead Game Designer for a remote position who will own the design vision and quality bar across our games while building and mentoring a multidisciplinary game design team that consistently delivers high-quality, data-informed experiences. This is a product-focused leadership role responsible for improving retention, engagement, progression, and monetization by defining a clear design direction, maintaining a high standard of design quality, and driving a disciplined A/B testing and design R&D practice. The role is fully remote and requires at least 4-5 hours of daily overlap with Pakistan Standard Time (GMT+5). This role is ideal for someone who:
- sets a clear design vision and holds a high quality bar without becoming a bottleneck
- is hands-on with systems design and design documentation, not only management
- builds and mentors designers toward domain specialization
- uses data and experimentation to prioritize and validate design decisions, 1) Design Vision & Direction
- Own the design vision for all products, setting the design foundation and guiding designers at a high level.
- Align with Studio Head and Game Leads on where each game’s design is headed.
- Co-own the design direction of each product with Game Leads; escalate major design pivots to the Studio Head.
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Turn ambiguity into clear design direction and build-ready decisions. 2) Design Quality Bar (Hands-on)
- Set and maintain standards for all design documentation, sheets, A/B tests, and playtesting protocols.
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Review specs, economy and progression sheets, and feature docs for completeness, clarity, and applied data analytics.
- Lead the design of major systems where needed: core loop, progression, economy, monetization, and LiveOps.
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Establish and maintain a clear design quality bar across the studio. 3) Design Team Development & Specialization
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Hire, onboard, and mentor game designers to be multidisciplinary and eventually specialize across three domains:
- Gameplay, Retention & Engagement
- Economy, Progression & Data
- Monetization & LiveOps
- Run weekly 1:1s with all direct reports.
- Build successor capability: at least one designer ready to lead design on a product.
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Reduce the number of design decisions that escalate to Game Leads and the Studio Head. 4) A/B Testing Ownership
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Own the studio-wide A/B testing pipeline and set best practices for hypotheses, test documentation, analysis, and decision-making.
- Co-own A/B test and feature-shipping prioritization with Game Leads.
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Convert test insights into backlog priorities and measurable design actions. 5) Design R&D & Analytics
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Lead R&D in game design tools and best practices, data analysis pipelines and dashboards, and predictive modelling.
- Stay current on every product’s analytics and dashboards.
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Learn and apply data analytics and predictive modelling to at least one product. 6) Playtesting & Design Fluency
- Involve the whole studio in frequent playtesting sessions (our products and beyond).
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Maintain a personal playtime practice of roughly 3 hours per product weekly, and feed notes into designer 1:1s.
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Attend design reviews as a participant and quality challenger, not the sole decision-maker. 7) Stakeholder Communication & Clarity
- Keep leadership updated with clear status, risks, and next steps.
- Write concise decision notes that reduce confusion and rework.
- Ensure the team has clarity on what success looks like for each design initiative.
KEY DELIVERABLES (EXPECTED OUTPUTS)
- A clear, documented design vision and direction for each product.
- A maintained design quality bar: standards and templates for specs, sheets, A/B tests, and playtesting.
- A multidisciplinary design team with visible progress on each designer’s specialization track.
- A running studio-wide A/B testing pipeline with quality hypotheses, documentation, and analysis.
- Design R&D output applied to live products (tools, dashboards, predictive models).
- Regular design reviews with clear decisions, action items, and ownership.
DECISION RIGHTS & INTERFACES
- Design hires, exits, and specialization paths.
- Studio-wide design quality standards and review metrics.
- A/B testing methodology and pipeline.
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Design tooling and R&D investment. You co-own (with Game Leads)
- Design direction of each product.
- A/B test and feature-shipping prioritization.
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Major design scope decisions affecting team capacity. You co-own (with the Studio Head)
- Studio-level design strategy and big design decisions.
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Budget for design tools, R&D, and design-team headcount. You influence / support
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Retention, monetization, and player-experience improvements via design changes, experiments, and insight-driven recommendations. Individual designers retain authority on
- Specific feature design decisions within the agreed direction.
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Day-to-day design execution and documentation on their assigned product. Escalate to the Studio Head
- Anything affecting studio-level commitments (GP, ROI, capacity).
- Major design pivots on a product.
- Cross-studio or group-level design topics., * Coda (documentation hub)
- Miro (flows, maps, UX collaboration)
- Asana (tasks + planning)
- Slack (daily communication)
- ByteBrew / Adjust (analytics & dashboards)
WORKING MODEL
- Remote
- High-ownership role. We care about outcomes, not meetings.
- Must be available for key overlap hours with GMT+5 for reviews and alignment
Requirements
- 5-10+ years in mobile F2P game design, with meaningful time spent leading or mentoring designers.
- Shipped multiple live products or major updates, not just prototypes.
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Strong systems design fundamentals: gameplay, retention, progression, economy, monetization, LiveOps.
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Strong design documentation: specs, economy and progression sheets, and tuning plans that engineers and artists can build without guessing.
- A/B testing ownership: hypotheses, test design, analysis, and decision-making.
- Comfortable with product analytics and dashboards (e.g., ByteBrew, Adjust) to drive design decisions.
- Comfortable leading remotely and influencing without authority.
- Very strong English (written and spoken).
NICE-TO-HAVES
- Hybrid simulation / management (sim/tycoon) game expertise.
- Experience building a multidisciplinary design team and specialization tracks from scratch.
- Familiarity with predictive modelling and building design analytics pipelines and dashboards.
- Familiarity with Unity pipelines and constraints (no coding required).
- Experience working with teams across multiple time zones.
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