Game Designer
We are looking for a Game Designer for one of our projects: 40 SOULS or Spin.
This role can be focused on a specific direction, system, or mechanic, or it can be broader and cover the core loop, overall gameplay flow, and general game design structure, depending on your experience and the kind of work you want to focus on.
We need someone who can do more than come up with ideas someone who can turn them into working gameplay systems, bring them to a playable state, and collaborate well with programmers, tech artists, and the rest of the team.
Requirements:
- Experience in systemic game design, not just concept-level ideation
- Understanding of core loop, progression, balance, reward logic, and risk/reward design
- Ability to work as part of development, not separately from it
- Ability to communicate tasks clearly and practically
strong familiarity with action, roguelike, racing, or combat-oriented games - A plus: understanding of Blueprints and basic Unreal Engine logic
Responsibilities:
- Design and improve gameplay systems for one of the projects
- Work on core loop, progression, balance, economy, events, rewards, and combat mechanics
- Develop either specific directions or larger parts of the gameplay cycle
- Turn ideas into clear documents, diagrams, spreadsheets, and production tasks
- Support implementation and make sure design decisions survive integration
- Take part in demo iterations: testing, adjustments, polishing, simplification, and prioritization
Conditions:
- Part-time, full-time, or project-based involvement
- Unpaid during the demo stage
- Remote work with a flexible schedule
- We expect at least 10 hours per week
- Opportunity to publish a shared case study together
- Example:
https://www.behance.net/gallery/232875609/40-S-O-U-L-S
https://www.behance.net/gallery/244738123/SPIN
About the company
40 SOULS is a dark vehicular roguelike built around a deadly tournament of combat vehicles held in honor of the gods. At the core of the game is a hub -> run -> progress loop: combat arenas, between-fight events, choices, bosses, progression, weapons, vehicles, and faction systems. Inside each run, not only the arenas themselves matter, but also pacing, event variety, side objectives, and combat readability.
Spin is a futuristic combat racing game focused on anti-gravity motorcycles, speed, pressure, arcade intensity, and Y2K aesthetics.
Both projects are currently in demo development. At this stage, participation is unpaid. After the demos are completed and investment is secured, we plan to move to a paid production format.
Our team includes around 60 specialists from different countries, including people with AA/AAA experience as well as strong indie developers. Throughout development, we also prepare portfolio case studies together with contributors and publish them jointly.
Apply now