> Markdown version of [/jobs/ext/2718048-lead-game-designer](https://www.wearedevelopers.com/jobs/ext/2718048-lead-game-designer). Every page supports `.md` or `Accept: text/markdown`. Links point to the HTML versions so they work for humans too. Agent guide: [/agents.md](https://www.wearedevelopers.com/agents.md). --- # Lead Game Designer - **Company:** Mob Entertainment - **Location:** Seattle, WA, United States - **Experience:** Expert - **Salary:** $136,000.0 - $169,000.0 - **Contract:** Permanent contract - **Skills:** Computer Animation, Software Design Documents - **Published:** September 4, 2026 - **Apply:** https://startup.jobs/lead-game-designer-mob-entertainment-8778450 ## About the Role * 8+ years of professional game design experience. * Previous experience as a Lead Designer, Principal Designer, or Design Director on shipped titles. * Experience leading gameplay design from concept through production. * Deep understanding of gameplay systems, progression, balancing, and player psychology. * Strong prototyping skills in unreal and ability to communicate ideas through playable experiences. * Excellent written and verbal communication skills. * Experience working in Unreal Engine * Proven ability to lead multidisciplinary teams through ambiguity., * Experience shipping horror, survival horror, thriller, or atmospheric action games. * Strong understanding of first-person gameplay. * Experience building games within established entertainment IP. * Understanding of live playtesting methodologies and iterative design. * Passion for horror across games, film, television, and interactive entertainment, with a strong understanding of what makes the genre resonate with players. ## Description We're looking for an experienced Design Lead to define the creative and gameplay direction from its earliest stages through production. This is a highly collaborative leadership role responsible for establishing the game's design vision, building a small but high performing design team, and creating a prototype that proves the game's core pillars before full production begins. You'll partner closely with Creative Direction, Art, Engineering, Audio, Narrative, Production, and external stakeholders to create a horror experience that is mechanically compelling, emotionally tense, and commercially successful. This role requires equal parts creative vision, hands-on implementation, rapid iteration, and leadership. This is an ideal opportunity for someone who thrives in ambiguity, enjoys building systems from scratch, and loves crafting memorable horror experiences where gameplay and atmosphere work together seamlessly., * Own the overall gameplay vision and design direction throughout pre-production. * Define and document the game's gameplay systems, progression mechanics and player abilities. * Champion the player experience while balancing creative ambition with production realities. * Create templates for design documents and rituals to approve and iterate on features * Advocate for horror-specific design principles including tension, vulnerability, anticipation, uncertainty, and emotional payoff., * Collaborate with engineering to define when prototypes move to codes * Champion the development of features with balancing and tuning in mind * Build engaging gameplay loops that reinforce horror rather than undermine it. * Use playtesting and data to refine mechanics and player experience. Pre-Production Leadership * Set the standards for authoring gameplay systems. * Playtest, iterate and organize feature brainstorming with the team. * Identify design risks early and develop mitigation strategies. * Prioritize features that support the gameplay pillars. * Work with production on scoping and prioritization of features., * Partner closely with the game director to establish the direction of features. * Work with Narrative to integrate story naturally into gameplay. * Collaborate with animation to ensure that designs and their supporting animations support the horror atmosphere of the game. * Be a champion of communication Team Leadership & Mentorship * Lead, mentor, and grow a team of game designers. * Provide thoughtful feedback that elevates both craft and collaboration. * Establish healthy design review and iteration processes. * Encourage experimentation while maintaining alignment around project goals. * Help recruit and interview future design team members. ## Related Videos - [Humanizing Your Documentation](https://www.wearedevelopers.com/videos/476-humanizing-your-documentation) - [Live Coding an Augmented Reality Game with WebXR](https://www.wearedevelopers.com/videos/199-live-coding-an-augmented-reality-game-with-webxr) - [The Story of Games](https://www.wearedevelopers.com/videos/226-the-story-of-games) - [Confuse, Obfuscate, Disrupt: Using Adversarial Techniques for Better AI and True Anonymity](https://www.wearedevelopers.com/videos/1456-confuse-obfuscate-disrupt-using-adversarial-techniques-for-better-ai-and-true-anonymity) - [A Lifetime in Games: The Past, Present and Future of the Industry](https://www.wearedevelopers.com/videos/202-a-lifetime-in-games-the-past-present-and-future-of-the-industry) - [From Vibe Coding to Viable Code with Spec-Driven Development](https://www.wearedevelopers.com/videos/100216-from-vibe-coding-to-viable-code-with-spec-driven-development) ## Related Articles - [John Romero - What AI Can, Can’t, and Shouldn’t do for Games](https://www.wearedevelopers.com/magazine/478-john-romero-what-ai-can-can-t-and-shouldn-t-do-for-games) - [What Developers Can Learn from Indie Games](https://www.wearedevelopers.com/magazine/650-what-developers-can-learn-from-indie-games) - [WWC24 Talk - Brenda Romero - Stay: Surviving and Thriving in Tech](https://www.wearedevelopers.com/magazine/467-wwc24-talk-brenda-romero-stay-surviving-and-thriving-in-tech) - [Should Tech Managers Be Developers First? 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