Game Designer

40 souls • Germany
Remote
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AI Summary

We are looking for a Game Designer to work on a project, designing and improving gameplay systems, working with core loop, progression, balance, economy, events, rewards, and combat mechanics. The ideal candidate has experience in systemic game design and strong understanding of core loop, progression, balance, and reward logic. The role requires strong communication skills and a collaborative mindset.

Key Highlights
Design and improve gameplay systems
Work with core loop, progression, balance, economy, events, rewards, and combat mechanics
Collaborate with programmers, tech artists, and the broader team
Key Responsibilities
Design and improve gameplay systems
Work with core loop, progression, balance, economy, events, rewards, and combat mechanics
Support implementation and make sure the design remains solid during integration
Participate in demo iterations, including testing, tweaks, polishing, simplification, and prioritization
Technical Skills Required
Blueprints Unreal Engine
Benefits & Perks
Flexible schedule
Fully remote
Non-commercial stage for the duration of the demo
Nice to Have
Experience in live prototyping and collaboration with implementation teams
Experience working with combat, progression, event, or economy systems

Job Description


About the projects

We are currently developing two projects on Unreal Engine:


40 SOULS:

A dark vehicular roguelike centered around a deadly combat machine tournament held for the gods. The game combines run-based progression in a twisted metal-style structure with combat arenas, mid-run events, choices, bosses, progression, weapon systems, vehicles, and faction-based logic.


SPIN:

A futuristic combat racer featuring anti-gravity bikes with an emphasis on speed, pressure, arcade intensity, and a Y2K aesthetic.


Both projects are currently in the demo development stage. At this point, participation is unpaid (non-commercial). The demo phase is planned for approximately 1.5 years. Upon completion of the demo and securing investment, we plan to transition to a paid format.

Our team consists of approximately 60 specialists from various countries, including developers with AA/AAA experience and strong indie backgrounds. We focus on building collective portfolio cases and publishing them alongside the contributors.


Portfolio Examples:

https://www.behance.net/gallery/232875609/40-S-O-U-L-S


https://www.behance.net/gallery/244738123/SPIN

Onboarding Presentation:

https://docs.google.com/presentation/d/1oEqPgGwH4v-hKbRVklQE1C9SjA16U7s_EjIQzVD-soQ/edit?usp=sharing

What are you working on?

  • Project(s): 40 Souls, Spin
  • Genres: Action, Adventure, Racing
  • Platforms: PC, Console


Key Responsibilities

  • Design and improve gameplay systems for one of the projects.
  • Work with core loop, progression, balance, economy, events, rewards, and combat mechanics.
  • Develop both focused gameplay directions and larger parts of the overall game loop.
  • Turn ideas into clear and structured production materials, including:
  • design documents
  • diagrams
  • tables
  • tasks for the team
  • Support implementation and make sure the design remains solid during integration.
  • Work closely with programmers, tech artists, and the broader team to bring systems to a playable and production-ready state.
  • Participate in demo iterations, including testing, tweaks, polishing, simplification, and prioritization.


Who We Are Looking For

We are looking for a Game Designer for one of our projects: 40 SOULS or SPIN.

This role can be either focused on a specific direction, mechanic, or system, or broader in scope with ownership over core loop, gameplay structure, and systemic game design, depending on your experience and strengths.

We need someone who does not just come up with ideas, but knows how to turn them into working gameplay systems, push them to a playable state, and collaborate effectively with programmers, tech artists, and the rest of the team.

Requirements

  • Experience in systemic game design, not just high-level concept work.
  • Strong understanding of:
  • core loop
  • progression
  • balance
  • reward logic
  • risk/reward structure
  • Ability to work closely with development, not separately from it.
  • Ability to communicate tasks clearly and practically.
  • Strong genre awareness in action, roguelike, racing, or combat-oriented games.
  • Ability to structure ideas into documents and production-ready tasks.
  • Good communication skills and a collaborative mindset.

Nice to have

  • Understanding of Blueprints and basic Unreal Engine logic.
  • Experience designing systems that need to be iterated quickly during active production.
  • Experience working with combat, progression, event, or economy systems.
  • Experience in live prototyping and collaboration with implementation teams.

Work Format

  • Non-commercial stage for the duration of the demo.
  • The demo development is planned for approximately 1.5 years.
  • Part-time, Full-time, or Project-based.
  • Fully remote with a flexible schedule.
  • Expected commitment: minimum 10 hours per week.
  • Transition to paid development after the demo phase.

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