
Game Designer, Producer
Happy Lemon Games
full-time
Posted on:
Location Type: Remote
Location: Vietnam
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About the role
- Define core loops & goals: articulate the player verbs, success/fail states, and short/long-term motivation.
- Own moment-to-moment feel (design-side): specify timing, feedback layers (FX/SFX/haptics), hitstop/anticipation usage, and readability rules.
- Design flows & onboarding (FTUE): map session structure, difficulty curves, level progression, and retention beats (D1/D7).
- Create clear documentation: concise design specs, wireframes, user flows, tuning sheets, and content guidelines that teams can execute against.
- Place & pace content: define level archetypes, obstacles/hazards, spawn logic, rewards, and meta-progression (where applicable).
- Run playtests: plan tests, collect qualitative notes and simple metrics; translate insights into actionable changes.
- Collaborate cross-functionally: partner with Product, Art, Audio, and Engineering to ensure designs ship as intended and feel great on device.
Requirements
- Proven experience designing mobile hypercasual/casual gameplay (launched titles or strong prototypes/level packs).
- Sharp sense for clarity, pacing, and player feedback (anticipation, squash & stretch, coyote time, easing—at a directive/spec level).
- Ability to build clean, brief specs and tuning sheets that speed up production.
- Strength in level/obstacle design, difficulty ramping, and session structuring.
- Comfortable with playtesting and iteration using both qualitative feedback and lightweight KPI reads.
- Excellent communication in a remote, cross-disciplinary team.
- A genuine passion for simple, satisfying mobile play.
Benefits
- Remote-first: work from anywhere with flexible hours.
- High impact: small, focused team shipping fast.
- Player-first craft: ship games that feel great and respect players’ time.
- Growth: own features end-to-end across pitches, soft launch, and live ops.
Applicant Tracking System Keywords
Tip: use these terms in your resume and cover letter to boost ATS matches.
Hard skills
game designlevel designobstacle designdifficulty rampingsession structuringplaytestingspec writingtuning sheetsuser flowswireframes
Soft skills
communicationcollaborationclaritypacingplayer feedbackiterationqualitative analysiscross-disciplinary teamworkpassion for mobile playdocumentation