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Game Design Lead

Level Up · California, MO, USA ·

Job type:
Full Time

We are working with a client now searching for a Game Design Lead to join them and define, unify and drive the playable vision of a third-person action-adventure game. This is a senior hands-on design leadership role for someone who can invent mechanics, connect systems, shape player experience, and turn scattered ideas into a coherent direction the team can build against.

The strongest candidate is not merely a systems tuner, documentation writer, or design manager. We need someone with a toy-first / mechanics-first approach: identify what is fun, expressive, surprising, and repeatable at the interaction level, then connect that core to combat, exploration, progression, encounters, and level structure.

What We Are Hiring For

A creative design lead who can help invent the playable identity, not just maintain someone else's vision.

A designer who can pull together mechanics, combat, exploration, progression, levels, enemies, objectives, and player goals into one coherent experience.

Someone who can devise missing pieces when the design is incomplete and make clear choices when the field is too broad.

A practical senior collaborator who can write specs, graybox, review prototypes, and guide implementation with engineering, art, animation, and level layout contributors.

Key Responsibilities

Define and maintain the game's playable design vision, including what belongs in the game and what does not.

Invent, select, and refine mechanics that create a distinctive player experience rather than simply borrowing from other games.

Connect combat, exploration, progression, level structure, enemies, abilities, and objectives into a coherent action-adventure framework.

Create or review graybox spaces, gameplay layouts, combat arenas, traversal routes, and exploration structures.

Write clear, practical design specs that engineers, artists, animators, and designers can act on.

Review implemented features and prototypes; identify whether problems are tuning, implementation, scope, or core design issues.

Represent design priorities in planning and help choose the smallest playable proof that demonstrates the game's promise.

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