Game Design
Game design decides what the player does, what it costs them and what it gives back: rules, systems, content, and the balance between them.
The skill arrives paired with a specialism. Economy and monetisation design where the title is a live service, narrative and quest design where it tells a story, systems and combat design where it is mechanical, prototyping in an engine where the team is small enough that the designer builds the first version.
What all of them share is documentation and iteration: writing a design down so that engineers and artists can build it, then changing it when a playtest or a telemetry curve contradicts it. Scripting ability is expected wherever designers build their own prototypes, and spreadsheet work is the unglamorous core of balancing.
The neighbours separate by object. A level designer owns space and pacing. A narrative designer owns story and dialogue. A technical designer owns the implementation in engine. A game design position spans two of those, and the text says which two.
Open positions for Game Design (104)
Lead Systems Designer - Star Trek Fleet Command
Director of Product (Features) - Star Trek Fleet Command
Senior Product Analyst - Stumble Guys!
Level Designer - Puzzle Games
Product Specialist - Puzzle Games
Senior Game Designer - Beyond Good & Evil 2 - M/F/NB
Senior Game Designer - Beyond Good & Evil 2 - H/F/NB
Prompt Specialist (F/H/NB)
