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Game District Hiring! Full Time Lead Game Designer in Melaka - Ricebowl

Lead Game Designer

Game District

Undisclosed

Malacca City, Melaka

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Working Location

  • Jalan Kota Malacca City Melaka Malaysia

Job Description

Responsibilities

We are hiring a Lead Game Designer for a remote position who will own the design vision and quality bar across our games while building and mentoring a multidisciplinary game design team that consistently delivers high-quality, data-informed experiences. This is a product-focused leadership role responsible for improving retention, engagement, progression, and monetization by defining a clear design direction, maintaining a high standard of design quality, and driving a disciplined A/B testing and design R&D practice.

The role is fully remote and requires at least 4–5 hours of daily overlap with Pakistan Standard Time (GMT+5).

This role is ideal for someone who:

  • sets a clear design vision and holds a high quality bar without becoming a bottleneck
  • is hands-on with systems design and design documentation, not only management
  • builds and mentors designers toward domain specialization
  • uses data and experimentation to prioritize and validate design decisions

Core Responsibilities

  • Design Vision & Direction
  • Own the design vision for all products, setting the design foundation and guiding designers at a high level
  • Align with Studio Head and Game Leads on where each game's design is headed
  • Co-own the design direction of each product with Game Leads; escalate major design pivots to the Studio Head
  • Turn ambiguity into clear design direction and build-ready decisions
  • Design Quality Bar (Hands-on)
  • Set and maintain standards for all design documentation, sheets, A/B tests, and playtesting protocols
  • Review specs, economy and progression sheets, and feature docs for completeness, clarity, and

applied data analytics.

  • Lead the design of major systems where needed: core loop, progression, economy, monetization, and LiveOps
  • Establish and maintain a clear design quality bar across the studio
  • Design Team Development & Specialization
  • Hire, onboard, and mentor game designers to be multidisciplinary and eventually specialize across

three domains:

Gameplay, Retention & Engagement

Economy, Progression & Data

Monetization & LiveOps

  • Run weekly 1:1s with all direct reports
  • Build successor capability: at least one designer ready to lead design on a product
  • Reduce the number of design decisions that escalate to Game Leads and the Studio Head
  • A/B Testing Ownership
  • Own the studio-wide A/B testing pipeline and set best practices for hypotheses, test documentation,

analysis, and decision-making.

  • Co-own A/B test and feature-shipping prioritization with Game Leads
  • Convert test insights into backlog priorities and measurable design actions
  • Design R&D & Analytics
  • Lead R&D in game design tools and best practices, data analysis pipelines and dashboards, and

predictive modelling.

  • Stay current on every product's analytics and dashboards
  • Learn and apply data analytics and predictive modelling to at least one product
  • Playtesting & Design Fluency
  • Involve the whole studio in frequent playtesting sessions (our products and beyond)
  • Maintain a personal playtime practice of roughly 3 hours per product weekly, and feed notes into

designer 1:1s.

  • Attend design reviews as a participant and quality challenger, not the sole decision-maker
  • Stakeholder Communication & Clarity
  • Keep leadership updated with clear status, risks, and next steps
  • Write concise decision notes that reduce confusion and rework
  • Ensure the team has clarity on what success looks like for each design initiative

KEY DELIVERABLES (EXPECTED OUTPUTS)

  • A clear, documented design vision and direction for each product
  • A maintained design quality bar: standards and templates for specs, sheets, A/B tests, and playtesting
  • A multidisciplinary design team with visible progress on each designer's specialization track
  • A running studio-wide A/B testing pipeline with quality hypotheses, documentation, and analysis
  • Design R&D output applied to live products (tools, dashboards, predictive models)
  • Regular design reviews with clear decisions, action items, and ownership

DECISION RIGHTS & INTERFACES

  • Design hires, exits, and specialization paths
  • Studio-wide design quality standards and review metrics
  • A/B testing methodology and pipeline
  • Design tooling and R&D investment

You co-own (with Game Leads)

  • Design direction of each product
  • A/B test and feature-shipping prioritization
  • Major design scope decisions affecting team capacity

You co-own (with the Studio Head)

  • Studio-level design strategy and big design decisions
  • Budget for design tools, R&D, and design-team headcount

You influence / support

  • Retention, monetization, and player-experience improvements via design changes, experiments, and

insight-driven recommendations.

Individual designers retain authority on

  • Specific feature design decisions within the agreed direction
  • Day-to-day design execution and documentation on their assigned product

Escalate to the Studio Head

  • Anything affecting studio-level commitments (GP, ROI, capacity)
  • Major design pivots on a product
  • Cross-studio or group-level design topics

Requirements (must Have)

  • 5-10+ years in mobile F2P game design, with meaningful time spent leading or mentoring designers
  • Shipped multiple live products or major updates, not just prototypes
  • Strong systems design fundamentals: gameplay, retention, progression, economy, monetization,

LiveOps.

  • Strong design documentation: specs, economy and progression sheets, and tuning plans that

engineers and artists can build without guessing.

  • A/B testing ownership: hypotheses, test design, analysis, and decision-making
  • Comfortable with product analytics and dashboards (e.g., ByteBrew, Adjust) to drive design decisions
  • Comfortable leading remotely and influencing without authority
  • Very strong English (written and spoken)

NICE-TO-HAVES

  • Hybrid simulation / management (sim/tycoon) game expertise
  • Experience building a multidisciplinary design team and specialization tracks from scratch
  • Familiarity with predictive modelling and building design analytics pipelines and dashboards
  • Familiarity with Unity pipelines and constraints (no coding required)
  • Experience working with teams across multiple time zones

TOOLS WE USE

  • Coda (documentation hub)
  • Miro (flows, maps, UX collaboration)
  • Asana (tasks + planning)
  • Slack (daily communication)
  • ByteBrew / Adjust (analytics & dashboards)

WORKING MODEL

  • Remote
  • High-ownership role. We care about outcomes, not meetings
  • Must be available for key overlap hours with GMT+5 for reviews and alignment

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