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gd·01Available now

Game Designer, Economy & UI/UX

France · Remote

Mobile F2P game designer specialising in economy balancing, UI/UX and rapid prototyping, most recently at a top-tier casual games studio.

Open tocontractpermanent

Summary

A balancing specialist who also designs the screens. Learned his trade inside a fail-fast prototyping pipeline at a top-tier casual studio, owning every UI mock-up and visual flow on one-week turnarounds and going into Unity himself to fix implementations. Former producers from that studio have since rehired him to do economy and UI work on new titles.

Commercials

Day rate (contract)
£250 to £300 / day
Annual salary (permanent)
£31,000 to £34,000 / year
Open to
Contract · Permanent
Availability
Available now

Skills

  • Game economy & balancing
  • Mobile F2P
  • Feature design
  • LiveOps
  • UI/UX
  • Wireframing & visual mock-ups
  • Figma
  • Rapid prototyping
  • Unity
  • Data analytics
  • Spreadsheet balancing
  • Remote, async collaboration

Experience

  • Mobile F2P game designer specialising in economy balancing, UI/UX and rapid prototyping, across live titles, new games and prototypes.
  • At a top-tier casual games studio, hired to continue design on launched games and brought onto a fully remote action-adventure title struggling with retention, helping lead its design: proposing new features and producing mock-ups for the art team, all asynchronously.
  • Moved into the studio's prototyping pod, which crash-tested new games against hard KPIs and killed what didn't work. On one-week turnarounds every screen was being tested, so the visuals had to be right first time; his lead had no bandwidth, so he owned all mock-up work.
  • Studio policy meant artists took a final pass on his mock-ups, so he went into Unity himself to sort out implementation and close the gap between design and build.
  • Freelanced afterwards with former producers from that studio on UI and balancing for new titles in the board/dice-progression genre (Monopoly GO-style). Repeat work from the same collaborators.
  • Short contract at a large European mobile studio on pure UI design plus economy balancing for an unannounced title.

Motivations

Lives and breathes game design, and is always prototyping his own ideas outside work. Thrives in fast, fail-fast environments where ideas are tested quickly and the data decides. Knows that prototyping model from the inside and wants to keep working that way, close to the numbers and close to the screens.

Recruiter notes

Balancing is his home turf. He fills Figma with proposals and mocks how each one looks on the phone, so teams see the idea, not a document.

Rare mix of economy depth and screen-level UI skill: he can balance the system and design the screens that explain it to players, then get into Unity to see it built properly.

Proven in remote, asynchronous teams, and trusted enough that former producers have come back to hire him again.

Profile filters

Discipline
Game design
Industry
Games
Categories
Casual · Hypercasual
Genres
RPG · Tabletop/cards
Expertise
Economy & balancing · LiveOps
Location
France · Remote

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