Job Description
Senior Game Designer – evaluate, guide, and improve mobile games developed by external studios. This role lies at the intersection of game design, product, analytics, publishing, and studio collaboration.
What will you be doing at Miniclip?
As a Senior Game Designer, you will support external development studios by reviewing concepts, validating prototypes, identifying design risks, and providing clear recommendations to enhance player experience, retention, monetization, and long‑term scalability. You will help Miniclip determine which games have potential, what needs improvement, and how studios can progress games through their development stages. You will work across various mobile genres such as casual, hybrid‑casual puzzle, idle, RPG, tower defence, and others to help partners build games that reach a broad global audience.
Responsibilities
- Support external development studios in shaping mobile game concepts from early ideation through prototype, soft launch, global launch, and live operations.
- Review and validate game concepts, prototypes, builds, and feature designs against Miniclip’s quality, retention, monetization, and marketability expectations.
- Provide clear, actionable design feedback on core gameplay, FTUE, progression, difficulty, economy, rewards, monetization, and long‑term engagement.
- Help studios design accessible experiences for a broad global audience while adding depth, mastery, meta‑progression, and retention‑focused systems.
- Work closely with Product, Analytics, UA, Monetization, and Publishing teams to evaluate external games using player data, market signals, and KPI performance.
- Guide studios through Miniclip’s development and validation funnel, ensuring each stage has clear design goals, success criteria, and next‑step recommendations.
- Use player behaviour, A/B test results, and soft‑launch data to identify design risks, improvement areas, and opportunities for stronger product‑market fit.
- Support post‑launch design strategy by advising studios on live events, new content, feature improvements, difficulty tuning, and economy rebalancing.
- Deconstruct Miniclip titles, competitor games, and wider mobile market trends to recommend new concepts, mechanics, features, and genre opportunities to external partners.
- Create concise design briefs, review notes, feature recommendations, balancing feedback, and prototype guidance that help studios move quickly and stay aligned.
What are we looking for?
- At least 5+ years of experience as a Game Designer, preferably within free‑to‑play mobile games.
- Strong understanding of mobile game design principles, including core loops, FTUE, core progression, rewards, economies, difficulty, retention, and monetization.
- Experience designing or evaluating casual and/or hybrid‑casual, especially puzzle, Idle, RPG, and tower‑defence titles.
- Strong analytical skills to interpret player data, identify design patterns, evaluate A/B tests, and convert insights into actionable feedback.
- Good understanding of mobile KPIs such as retention, session length, playtime, conversion, ARPDAU, LTV, CPI, ROAS, IPM, and churn.
- Strong communication skills with the ability to give constructive feedback to external studios and align internal stakeholders around clear design recommendations.
- Ability to balance player experience, commercial potential, production constraints, and studio capabilities when evaluating game opportunities.
- Strong creative and problem‑solving skills to identify practical design improvements that increase a game’s chance of success.
Desired Skills
- Experience working with external studios, publishing teams, co‑development partners, or distributed development teams.
- Prior design experience in core aspects of a successful Hybrid Casual title is a strong plus.
- Familiarity with Figma, Miro, FigJam, or similar tools for wireframes, flows, mock‑ups, and design communication.
- Track record of working on successful casual, hybrid‑casual, hyper‑casual, mobile F2P, or AAA titles.
- Experience prototyping or validating game concepts using code, Unity, no‑code tools, AI tools, or rapid design mock‑ups.
- Experience supporting live games through events, content updates, economy tuning, battle passes, missions, or social systems.