> Markdown version of [/jobs/ext/3631307-lead-game-designer](https://www.wearedevelopers.com/jobs/ext/3631307-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:** Starform, Inc. - **Location:** Seattle, WA, United States - **Experience:** Expert - **Contract:** Permanent contract - **Skills:** Microsoft Excel, Artificial Intelligence, Business Analytics Applications, Mixpanel, Tableau (Software), Build Tools, Looker Analytics - **Published:** October 8, 2026 - **Apply:** https://www.disabledperson.com/jobs/75914259-lead-game-designer ## About the Role * 7+ years of professional game-design experience, including at least 2 years in a lead role. * Experience shipping and operating live-service games, preferably free-to-play. * Deep experience in systems and monetization design, including progression, economy, live events, or competitive multiplayer. * A strong understanding of player behavior, retention, monetization, and long-term engagement. * Excellent design judgment and the ability to find clear, practical solutions to complex player problems. * Comfort making decisions with incomplete information, testing assumptions, and iterating quickly. * Outstanding communication skills, including the ability to explain design decisions clearly across disciplines. * A collaborative mindset and a desire to build the best possible game through teamwork-not simply to "own" individual features. * Hands-on experience building in Unity, Unreal, or an equivalent engine. * Strong economy-modeling skills in Excel or Google Sheets. * Comfort working with analytics platforms such as Mixpanel, Looker, Tableau, or similar tools. ## Description You'll own the vision and execution behind the content and systems that shape customization, progression, economy, and monetization. This is one of the studio's highest-leverage design surfaces: early-game progression and monetization are where much of our opportunity is won or lost. You'll work closely with the Creative Director to define the strategy and turn it into a better game. The role is systems-first, but not systems-only. You'll also design gameplay content-including modes, aircraft, weapons, and abilities-while tuning economic systems and guiding content creation. You'll take features from concept through launch and live-operations tuning, making decisions based on how players actually behave. What You'll Do * Design and ship features from concept through launch, iteration, balancing, and live-operations tuning. You'll own the outcome, not just the initial design. * Own key systems across gameplay, progression, economy, customization, monetization, and live operations. Design, document, and ship the systems that drive our core KPIs while treating player trust as a highly valuable asset. * Develop monetization strategies that feel rewarding and fair, giving players compelling reasons to invest in the game without compromising competitive integrity or long-term trust. * Balance depth, accessibility, competitiveness, and long-term engagement. Build systems that create meaningful aspiration and status at the right moments. * Write clear design documentation that aligns the entire team across engineering, art, QA, production, analytics, community, and marketing. * Work AI-native. Use AI tools to prototype economies, simulate balance, generate and test content variants, and run more design iterations than a human-only process allows. We expect AI to multiply your output, not replace your judgment. * Use analytics, community feedback, playtesting, and your own instincts to understand what is working and what is not. Iterate quickly based on real player behavior rather than assumptions. * Ask difficult questions and challenge assumptions, regardless of where an idea originates. * Make thoughtful tradeoffs that improve the overall game rather than optimizing individual features in isolation. * Be a trusted creative partner to the Creative Director and collaborate closely with engineering, production, art, QA, community, analytics, and product. * Raise the quality of design discussions through clear thinking, strong rationale, and a willingness to challenge ideas constructively., * Become one of the studio's most trusted voices on design quality. * Shaped the direction of Metalstorm through thoughtful, data-informed decisions. * Shipped meaningful improvements to the systems that drive player engagement, progression, and monetization. * Built strong working partnerships across engineering, art, product, QA, analytics, community, and production. * Consistently raised the quality of the game through both your own contributions and your influence on the broader team.