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Senior Game Producer

Game District

RemoteArgentina; Australia; Brazil; Canada; Chile; China; Denmark; Finland; France; Germany; India; Italy; Japan; Mexico; Netherlands; New Zealand; Norway; Poland; Russian Federation; Singapore; South Korea; Spain; Sweden; Ukraine; United Kingdom; United StatesseniorFull Time
Posted
1 month ago
Source
Himalayas
Field
Engineering, Design

Skills

Design SystemsCommunicationLeadershipRoadmappingUnityNext.jsUX Design

Description

We are hiring a highly experienced Producer + Designer for a remote position. The ideal candidate will help raise our production and design standards by improving systems, coaching the team, and leading high-impact product and game design initiatives that drive measurable business and player KPIs. This is a product-focused role centered on improving retention, monetization, and player experience by turning ambiguity into clear, build-ready specifications, structured execution plans, and measurable improvements. 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: - Brings structure to production without slowing teams down - Is hands-on with systems design (not only management) - Mentors teams and upgrades how they think and document - Uses data to prioritize and validate decisions Core Responsibilities 1) Production Leadership (Systems + Delivery) - Audit current production/design workflow and identify bottlenecks + root causes. - Improve and enforce a clean operating cadence: - sprint planning, scope control, dependency management, release discipline - clear definitions of “ready” and “done” - Lead cross-discipline alignment (design, dev, art, QA, data/UA). - Turn ambiguity into clear decisions and build-ready specs. - Coach producers/designers to run higher-quality execution independently. 2) Lead Systems Design (Hands-on) - Lead design of major systems and features: - core loop improvements, progression, economy, monetization, LiveOps - Write high-quality design specs that are: - clear, buildable, measurable, testable - include edge cases, tuning plans, and KPI targets - Improve player experience end-to-end: - FTUE, early retention, session flow, mid/late-game goals - Drive iteration through structured playtests and fast feedback loops. 3) Team Coaching + Design Culture - Train and mentor internal producers/designers: - weekly reviews, workshops, templates, critique culture - Raise quality of documentation and decision-making (systems-first, player-first, data-informed). - Establish and maintain a clear “design quality bar” across the studio. 4) Data-Informed Design (Partnering with Data/UA) - Define experiment plans (A/B tests) for key hypotheses. - Use dashboards/telemetry to identify issues and opportunities. - Convert insights into backlog priorities and measurable design actions. 5) Stakeholder Communication & Clarity - Keep leadership updated with clear status, risks, and next steps. - Write concise summaries and decision notes that reduce confusion and rework. - Ensure teams have clarity on “what success looks like” for each initiative. - Key Deliverables (Expected Outputs) - A clean production cadence that the team can follow consistently (planning → execution → review → release). - Standardized documentation/templates (feature spec, economy/progression sheet, tuning plan, experiment plan). - Build-ready specs for major systems/features with measurable success criteria. - Regular product/design reviews with clear decisions, action items, and ownership. - A simple, recurring “product health + priorities” summary for leadership (e.g., weekly/bi-weekly). Decision Rights & Interfaces - Production rituals for design/production (cadence, templates, review standards). - Quality bar for design documentation and build-ready specs. - Playtest cadence and iteration process for design improvements. - You co-own (with Studio Lead + Game Leads): - Prioritization of major product initiatives and roadmap trade-offs. - Scope decisions for high-impact features and releases. - You influence/support: - UA and monetization improvements via product changes, experiments, and insight-driven recommendations. Requirements (Must Have) - 5–10+ years in mobile F2P production and/or game design (hybrid sim/tycoon is a big plus). - Shipped multiple live products or major updates (not just prototypes). - Strong systems design fundamentals: - progression, economy, rewards, monetization, LiveOps - Strong production fundamentals: - scope control, planning, cross-team coordination, risk management - Excellent written communication: - you can create specs engineers/artists can build without guessing - Comfortable leading remotely and influencing without authority. - Very strong English (written + spoken). Nice-to-Haves - Hybrid simulation / management game expertise. - Experience working with teams across multiple time zones. - Familiarity with Unity pipelines and constraints (no coding required). - Experience building production/design systems from scratch (cadences, templates, rituals). Tools We Use - Coda (documentation hub) - Miro (flows, maps, UX collaboration) - Asana (tasks + planning) - Slack (daily communication) 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. Originally posted on Himalayas

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