Economy Design
Economy design balances currencies, sources, sinks and prices so a game stays fair and sustainable.
Economy design models what players earn, spend and want: currency flows, drop rates, pricing and bundles, progression gates, and the balance between what time gives a player and what money does. The craft is in spreadsheets and simulations first, then in telemetry once real players put the model under load.
Postings ask for data literacy, A/B testing, SQL often enough to be worth naming, and an understanding of live operations, because an economy is tuned continuously rather than shipped once.
It overlaps with systems design, which owns the surrounding rules, and with monetisation design, which concentrates on purchase offers. Economy design is the layer underneath both: if its numbers are wrong, no event schedule or storefront will fix the result, and players notice long before the revenue chart does.
Where these positions are: Barcelona (4 positions), Berlin (3 positions), Paris (3 positions), Amsterdam (2 positions), London (2 positions), Belgrade (1 position), Hamburg (1 position), Helsinki (1 position), Montreal (1 position)
Open positions for Economy Design (21)
Growth Director
Senior Game Designer - Systems & LiveOps (remote or on-site, full time)
Economy & Balancing Game Designer - Casual HTML5 Games (remote, fulltime)
Lead Product Manager - RPG
Lead Economy Designer - RPG
Director of Product - RPG
Senior System Designer - Mob Control
Senior Game Designer - Mob Control
Product Manager – LiveOps Track (Sunshine Island)
Economy Game Designer (World of Warships, PC)
Lead Product Manager
