> Markdown version of [/jobs/ext/3705584-liveops-developer-mobile-games](https://www.wearedevelopers.com/jobs/ext/3705584-liveops-developer-mobile-games). 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). --- # LiveOps Developer - Mobile Games - **Company:** Crazygames - **Location:** Belgium (Remote available) - **Experience:** Expert - **Contract:** Permanent contract - **Skills:** JavaScript (Programming Language), A/B Testing, Apple IOS, C Sharp (Programming Language), Client Server Models, Video Game Development, Software Architecture, Oop Languages, TypeScript, Git - **Published:** October 13, 2026 - **Apply:** https://startup.jobs/remote-senior-liveops-developer-mobile-games-maxflow-bv-crazygames-10422615 ## About the Role * Have 2+ years running LiveOps on shipped mobile titles. Update cadence, events, progression, economy, offers, and the reasoning behind each of them. This is the requirement we weigh most heavily. If your experience is game development without live ownership, this is not the role. * Have been through a mobile soft launch and a global launch, and know what has to be in place before UA scales behind a game. * Bring a playbook, not just execution. You've seen how strong mobile publishers run live titles, and you can apply that here instead of waiting for someone to hand you a backlog. * Have 3+ years of professional game development experience with shipped titles, and are still hands-on. You build the live systems yourself rather than specifying them for someone else. * Read metrics as a developer, not just as a consumer of dashboards. Retention, session length, ARPDAU, conversion and cohort behaviour drive what you build next. * Have strong mobile game development experience (iOS and Android), and understand the differences in performance, input and UX across platforms. * Work with analytics, A/B testing, remote config and live tooling as part of your normal workflow, not as something a separate team owns. * Are comfortable with monetization and ads SDKs in a LiveOps context (events, offers, balancing). * Are fluent in multiple languages and ecosystems, at minimum C# and JavaScript/TypeScript, and have a solid grasp of software architecture and OOP principles. * Can step into an existing codebase, read it, understand it, and extend it confidently. * Use Git effectively in team environments and care about leaving the codebase better than you found it. * Are pragmatic, detail-oriented, and focused on getting high-quality updates shipped fast. * Are a strong team player with a true ownership mindset: you collaborate openly, take full responsibility for what you ship, and treat every game you work on as your own product to nurture and grow. * Are proficient in English (working language)., * Web game development experience. Our platform is browser-first, so our games ship on web as well as mobile. We'd rather hire the right live experience and get you up to speed on web than compromise on the LiveOps side. * Multiplayer and networking experience: client/server architecture, real-time sync, matchmaking, dedicated servers. Open to learning if you haven't done it yet, but excited about it. * Game design instincts: the ability to look at one of our games and have informed opinions on what to build next, how to fit a feature to a specific genre or audience, and how to keep the experience cohesive as it grows. * Ability to speak Turkish (mother tongue of most members of the Publishing team). ## Description * Within 1 month, you've onboarded to one of our live published titles, gotten comfortable in its codebase, shipped your first live update to production on web and mobile, and given us your first read on what that game's LiveOps setup is missing. * Within 3 months, you own the LiveOps roadmap for at least one title. You've set an update cadence, shipped a meaningful live system (event framework, progression, offers, remote config, economy tuning), and we can see the effect in retention or monetization. * Within 6 months, you've taken a title through the run-up to global launch. The live systems, the event calendar, the balancing and the tooling are in place before UA scales behind it, and you decided what belonged there. * Within 12 months, LiveOps is a repeatable system across our IP portfolio rather than something that depends on you personally. Multiple live titles run in parallel on the cadence, tooling and playbook you put in place. On a typical day you might * Look at retention, session length, ARPDAU and conversion for a live title, and decide what to build next. * Ship a seasonal event, content drop or offer to one of our live IP games on web and mobile. * Build the live system behind it: event framework, remote config, A/B test, progression or economy change. * Dive into an unfamiliar codebase to plan how a new system slots in without breaking what's already there. * Tell us a game is not ready for global launch yet, and what has to exist first. * Design and implement a new game mode, progression system or monetization hook tailored to the genre. * Align with the Publishing team on the LiveOps roadmap and prioritization across titles. * Maintain clean Git history, write down what you did, and make sure the next update is easier than the last.