Design

Game Designer

Full-time · Remote/Estonia

Design gameplay that hooks and holds — core loops, mechanics, progression, and economy, specced clearly and tuned until it feels right in players’ hands.

The Role

  • Design gameplay that hooks and holds. Core loops, mechanics, progression, and economy — figure out what makes a game fun, then spec it clearly enough that engineering and art can build it without guessing.
  • Take designs the whole way. You’ll pitch the idea, prototype it, tune it, test it hard on real players, and keep iterating live. A design isn’t done when it’s written — it’s done when it feels right in players’ hands.
  • Obsess over feel and clarity. Systems that make sense without a tutorial, rewards that land, difficulty that pulls players forward instead of pushing them away. Getting this right is most of the job.
  • Range widely. One week you’re balancing an economy, the next you’re laying out a level, writing UX flows, or scoping a live event. We’d rather you be curious across systems, levels, and progression than boxed into one lane.
  • Shape the games, not just document them. Bring strong opinions, poke holes in your own designs, and push ideas in reviews. Design opinions carry real weight here — but back them with reasoning and playtests, not just taste.
  • Work shoulder to shoulder with engineering, art, production, and QA. Most of the job is communication — write designs plainly, spec acceptance criteria clearly, and align on scope, readability, and priorities, on calls and in writing.
  • Move quickly from idea to playable. Rough something in, get it in front of people, and let feedback and player data tell you what to keep. Vagueness slows us down and spends our precious money — everything should have a clear acceptance criteria.
  • Size the work honestly with production, name the risks up front, and surface scope, time, or fun-factor blockers before they bite.
  • Read the data and the players. Watch how people actually play, dig into metrics and retention, and use both to sharpen the next iteration.
  • Back your team. Mentor junior designers, explain the why behind your calls, celebrate wins, and protect a can-do studio culture without ego.

What We’re Looking For

None of these are hard requirements — strong candidates tend to have most of them. If a couple are missing but you make up for it elsewhere, apply anyway.

  • A year or more designing games, whether in a job, a serious solo project, or some mix of the two.
  • Hands-on Roblox design experience, or comparable game-dev work across systems, levels, progression, or economy.
  • Something you’ve shipped, or a portfolio that shows how you make a game fun — be clear about which parts were your design.
  • An instinct for when something’s off, and the stubbornness to keep tuning until it isn’t.
  • Comfort moving between systems, levels, UX, and live content rather than staying in one specialty.
  • The ability to turn a fuzzy idea into a clear, buildable spec that engineering and art can run with.
  • Self-direction — you unblock yourself quickly and are happy owning outcomes.
  • Clear communication in English, written and spoken.
  • You actually play games, and you care about making them.

Nice To Have

Not needed to apply — but any of these will strengthen your case.

  • Something you designed and shipped yourself: a Roblox place, an indie build, or a game-jam entry.
  • Even better if you’ve kept a live Roblox experience running, tuned, and updated over time.
  • A genuine read on what Roblox players want and how the community ticks.
  • Comfort with economy design, progression math, and reading retention/monetization data.
  • Familiarity with prototyping in Luau or scripting your own designs to test them.
  • Time spent in remote, self-managing teams.
  • Extra strings to your bow such as UI/UX, art, writing, VFX, or level building.