Technical Game Designer (3D)

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This role is a part of the UK government's Kickstart Scheme and is only applicable to 16 to 24-year-olds in the UK who are not in education and are currently claiming Universal Credit. Click here to view more Kickstart placement opportunities.

Posted
December 28, 2021
Full Time
Anywhere
Remote

Have you ever wanted to see the birth of a new games medium?

Do you want to join a company that tripled its playerbase last year, and help us keep that growth rate going?

Do you want to work on a team where ideas can go from design to implementation in 72 hours, and from implementation to live players in 60 seconds?

If so, you should join Playmake as our first Technical Game Designer.

Who are you?

You have deep experience in designing multiplayer 3D games. Your personal craft focuses on how players interact with one another in a 3D space, how they flow through an environment, and how they discover joy through game verbs and objects.

Perhaps uncommonly for a game designer who works in 3D, you’re open to casual gameplay. You see free-to-play models as an ally in eliminating barriers to discovering your games.

You have:

  • A world-class sense of fun. Your portfolio and past work is full of gameplay where, the moment a player touches it for the first time, they are drawn in.
  • A deep mental library of game-design patterns. You’ve played many, many games across dozens of platforms and mediums, and have a sixth sense for what patterns can be mixed into whatever project you’re working on.
  • The ability to build full-stack prototypes on your own. Simple physics, UI, environment, enough data stores for an internal playtest – when you have an idea, you can get to proof-of-concept with minimal help from engineering.
  • A deep understanding of game design as a craft. You’re familiar with many formal-yet-lightweight methods of analyzing what makes a game fun and ideating how to improve that fun, and you’re aware of the pros and cons of each approach.
  • A practical understanding of game metrics, and a deep desire to see the data on what players are really doing. When you ship a feature, you’re excited about finding out how many players are engaging with it, and how it’s affecting game retention. If the numbers are good, you’ve succeeded; if they’re not, then you’re happy to know it needs re-working.
  • A designer’s humility. You know you can never truly predict what players are going to love until you put it in front of them. But you approach every project with positive expectations nonetheless.

Note that this isn’t a list that an HR person put together by Googling; this is the internal rubric we use to evaluate candidates.

Who are we?

Playmake is dedicated to making the best games on Roblox.

Our mission is to learn, better than anyone else, what this emerging audience wants. The best gameplay- and metagame-design patterns for these games – uniquely 3D, multiplayer, and casual – are just waiting to be discovered.

We’re growing fast. Around 3.5 million players a month play our games; we more than tripled our playerbase in the past 12 months.

We decentralize decision-making as much as possible, giving individual team members latitude to prioritize, design, and implement their own projects.

We are fully remote, with team members on 4 continents. You can work from anywhere with an internet connection.

How to apply

No cover letter is required. Please instead email the following to technical DOT game DOT designer AT playmake DOT games:

  • A resume or LinkedIn profile (we need to know what games you’ve worked on, and what you did on them)
  • A portfolio, with links to playable versions of as many games you’ve worked on as are currently available
  • Short (~1-paragraph) answers to the following:
    • Tell us about a time that you shipped a major gameplay change and it didn’t have the measurable impact you predicted.
    • Tell us about a time you faced a difficult problem in communicating information in a 3D game to players, and how you solved it.
    • What is the oldest game you still regularly draw design inspiration from? What about its game design has stood the test of time? What hasn’t?
    • What method of analyzing a game to determine how to improve it do you think is most under-used? Which one do you think is most over-used?

While we cannot guarantee a response, our CEO reads every application personally. We hope we get the chance to talk to you.

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