Technical Designer

A technical designer builds what a design document only describes: scripted systems, prototypes and the tooling that lets designers change a game without a programmer.

The role works where design meets implementation. It wires up abilities, encounters, quests and UI flows in the engine, usually with visual scripting or a scripting language, and it prototypes mechanics fast enough that a team can judge an idea by playing it instead of reading about it.

The second part is tooling and data: setting up the tables, parameters and editor helpers that let the rest of the design team tune a system on their own. That requires enough engineering discipline to leave something maintainable behind, and enough design judgement to know which parameter is worth exposing.

A Game Designer decides what the game should do. A Gameplay Programmer builds the systems in engine code. A Technical Artist does the same bridging work on the art side. The technical designer holds the design end of that bridge.

Where these positions are: Paris (2 positions), Bucharest (1 position), Warsaw (1 position)