We are VoxRay Games, a small game studio working on a raytraced voxel game with FPS/RPG/Survival elements! Check out early visuals on Twitter or Steam.
We are looking for a Lead Designer that can help us bring our game worlds to maximum fun and quality.
What you will be responsible for
What we’re looking for
This is very much a “boots on the ground” role (as opposed to a pure “design” role where others implement your ideas).
While your WDs/LDs will spend more time actually building worlds than you, they will look towards you for “how to make interesting quests and good balance” happen in a world, so you are expected to become an expert on our game editors and what they make possible.
Our quest editor in particular is somewhat technical in that it allows you to specify sequences of actions (steps in a quest, usually player initiated) and conditions and effects on them, which are somewhat programmable (a mini UI-driven language). Similarly, our items are highly parameterizable and combinable.
We’re thus looking for a Lead Designer with a fairly technical background that is not afraid to get into the nitty gritty of things, whether it be the aforementioned quest system, or balancing our sprawling variety of craftable objects and items. You bring all these pieces together better than anyone on the team.
At the same time, a designer that has experience with directing the overarching progression design of a game is also very valuable.
We are also very much looking for someone to take strong “ownership” over all world content. Things may not happen unless you make sure they do. You never “drop the ball” on anything you spot needs doing in any game world, regardless of what designers/programmers/artists are needed to execute (parts of) it.
How “design” here is different from other games you may have worked on.
Many games have a “game designer” that specifies every last bit of how gameplay works, and then levels or world merely represent that design in all its areas.
Here, we split things up in “world game design” and “systems game design”. Our goal is to move as much of game design, and in particular game design balance, into individual worlds, allowing each world to feel substantially different in how it plays. This gives a lot of power to the LD (and Lead Designer!) to go their own way for each world, but the downside is that it may be more work to balance an individual world, as there is no strict global game design that specifies that each world must always have certain items/resources available. That’s where you come in.
Then there is “systems game design”, which tries to provide building blocks with as little constraints as possible. This specifies that a game is made of “objects”, “items”, “actions”, “conditions”, “effects”, “triggers”, “entities”, and more. What general parameters these all have. These things are then further defined in metadata and in the game worlds themselves. Defining these systems has so far mostly been done by the founder, but you’ll be helping thinking of ways they can be further extended, and maybe how to introduce entirely new systems.
We are also big on the idea that gamers will be creating their own worlds in our game. So you’re not just designing for the worlds we’re currently shipping with the game, but for the potential of any new worlds.
How to apply
The most important thing for us to see in an application is indications of your passion and deep experience with precisely the above kinds of Lead tasks, ideally for similarly large scope 3D games. As such, we ask that as part of your application you write some text where you indicate in some detail how you worked on the above responsibilities, and your approach to it. Show us how you are exactly what we’re asking for :)
We like portfolios where even if you’ve been a Lead for many years, there is evidence of you once being a passionate “in the trenches” LD.
If you get past the first selection process, we’ll want to give you a Steam tester key of our game so you can play with the editor, and show us something you can make with it! Our wiki describing aspects of the editor and game is entirely public, though not all may be up to date.
Job parameters
Explore gorgeous raytraced voxel lands, meet the local mutated wild-life, find out what went wrong, and quest, craft, loot, build, destroy and shoot your way to the top of the foodchain! Play Voxlands alone, or with friends! Assuming you know how to share...