Battle Creek Games

Senior Technical Designer, Unity

Battle Creek Games

full-time

Posted on:

Location Type: Remote

Location: United States

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Tech Stack

About the role

  • Own features end-to-end: from opportunity sizing and spec → prototype → production → liveops iteration.
  • Design & implement gameplay systems (progression, events, economy, meta, tuning, difficulty, reward loops) directly in Unity + C#.
  • Prototype quickly in-editor (greybox levels, temp UI/UX flows, state machines) to validate fun and feasibility.
  • Author tools & pipelines (editor utilities, data-driven configs, ScriptableObject frameworks) that speed up content creation.
  • Instrument analytics (events, funnels) and define success metrics/KPIs; run A/B tests and use results to iterate.
  • Balance & tune economies and rewards with a practical view of retention and monetization.
  • Partner with engineering on performant, memory-safe implementations for mobile (Addressables, asset budgets, profiling).
  • Collaborate with art & UI/UX to land interactions, feedback, and polish it to feel authentic to our genres.
  • Write clear specs & docs (goals, acceptance criteria, telemetry plans) that align cross‑functional teams.
  • Champion players: review feedback, triage issues, and prioritize changes that meaningfully move core KPIs.

Requirements

  • 6+ years in game design or technical design, with Unity as your primary engine.
  • Shipped at least 2 titles (mobile F2P preferred) with live operations experience.
  • Strong C# for gameplay scripting, tools, and data pipelines (ScriptableObjects, Editor tooling, Timeline/Playables, Prefab variants, Addressables).
  • Demonstrated product mindset: can set goals, define KPIs, estimate impact, and make tradeoffs.
  • Comfort with analytics (event schemas, funnel thinking) and experimentation (A/B tests, Remote Config).
  • Solid grasp of mobile performance constraints: batching, memory budgets, quality tiers, frame time, profiling.
  • Excellent communication: concise specs, thoughtful feedback, and cross-discipline collaboration.
  • Nice to Have: Vehicle handling, tuning, and customization systems (garages, parts, upgrades, cosmetics). Competitive features (leaderboards, leagues, live events, matchmaking constraints). UGC-friendly tooling (level/track params, surface types, checkpoints, spawn logic).
Benefits
  • Remote by Design: We’re a fully remote team with processes and tools intentionally built for effective, distributed collaboration.
  • Collaborative Culture: Enjoy a supportive environment where cross-team collaboration and rapid iteration are highly valued.
  • Impactful Contribution: Play a hands-on role in advancing our most popular titles.
  • Professional Growth: Expand your skills by working alongside experienced teammates hailing from EA, Small Giant Games, Rovio, and Pocket Gems.
  • Competitive Benefits & Pay: Compensation is at or above the 75th percentile for the gaming industry, most health plans are fully covered or low-cost, and we offer unlimited PTO to support long-term, sustainable careers.
Applicant Tracking System Keywords

Tip: use these terms in your resume and cover letter to boost ATS matches.

Hard Skills & Tools
UnityC#gameplay systemsanalyticsA/B testingdata pipelinesScriptableObjectsmobile performancegame designlive operations
Soft Skills
communicationcollaborationfeedbackproduct mindsetgoal settingKPI definitioniterationproblem-solvingprioritizationconcise documentation