Ofertas de trabalho (em dezembro)
Procura-se um Systems Game Designer (Lisboa/Portugal) pela Funplus/Studio Ellipsis em modo presencial, em que:
”
What You’ll Do
Design, tune, and balance core gameplay systems that drive progression, resource flow, and dynamic world behaviors.
Translate high-level design goals into clear, scalable systems that connect mechanics, player motivation, and content.
Model dependencies and feedback loops between AI, combat, economy, and world systems to ensure long-term balance and emergent variety.
Work closely with engineering and data teams to implement tunable, data-driven frameworks that can scale efficiently.
Analyze telemetry and playtest data to validate assumptions, identify edge cases, and optimize player experience.
Establish clear system documentation and parameter hierarchies, ensuring other designers can build within your frameworks.
Collaborate cross-discipline (Combat, AI, Content, Technical Design) to maintain systemic coherence and design consistency.
Champion systemic thinking within the team, promoting elegant solutions, simulation-minded design, and measurable outcomes.
What You Bring
5+ years of experience in systems or economy design on at least one shipped title.
Proven ability to design and balance interconnected systems with multiple inputs, dependencies, and player variables.
Strong understanding of data-driven design workflows parameter tuning within Unreal.
Analytical mindset: translate qualitative goals into quantitative balance models.
Clear communication skills, able to convey complex system logic visually & persuasively.
A genuine fascination for how systems behave, in games, and real-world dynamics.
Experience designing and implementing gameplay systems in Unreal Engine.
Shipped at least one game using Unreal Engine.
Bonus
Experience with procedural content generation or systemic encounter frameworks.
Familiarity with combat-driven or extraction-style PvEvP ecosystems.
Understanding of AI behavior dependencies, rarity systems, and scaling logic.
Background in mathematics, data analysis, or systems architecture.
Familiarity with the Gameplay Ability System (GAS) and its application to multiplayer.
”
+infos(oficial): https://funplus.com/ ou https://www.studioellipsis.com/
Procura-se um Combat Game Designer (Lisboa/Portugal) pela Funplus/Studio Ellipsis em modo presencial, em que:
”
What You’ll Do
Implement, tune, and balance combat systems, weapons, abilities & enemy behaviors.
Own the feel of combat: responsiveness, hit timing, recovery, rhythm, etc.
Calibrate interactions between player mechanics, AI logic, and camera to achieve a clean, deterministic combat model.
Maintain and evolve combat parameters: damage curves, stamina systems, tracking logic, invulnerability frames, and cooldowns.
Build, document, and maintain data-driven balance frameworks for PvE and PvP encounters.
Partner with Animation, Engineering, and AI teams to refine movement fidelity, impact feedback, and rhythm.
Analyze playtest data and player telemetry to validate tuning, surface edge cases, and evolve the meta.
Ensure every weapon, archetype, and enemy type has a distinct combat identity and tactical role.
What You Bring
5+ years of experience in combat or systems design for 3rd-person or action titles (PvE and/or PvP).
Deep understanding of melee and ranged combat design fundamentals — spacing, timing, recovery, and player feedback.
Proven ability to tune deterministic combat systems for balance and consistency across latency and skill tiers.
Strong grasp of camera, lock-on, targeting, and animation-driven gameplay.
Experience with combat data management: tuning tables, curves, and debug visualization.
Fluent in Unreal Engine (Blueprints, DataTables, tuning workflows).
Analytical mindset — able to diagnose subtle feel issues through metrics and iteration.
Comfortable working within clear design direction and taking ownership of executional detail.
Experience designing and implementing gameplay systems in Unreal Engine.
Shipped at least one game using Unreal Engine.
Bonus
Experience creating PvPvE or extraction-based combat ecosystems.
Knowledge of AI behavior trees, modular encounter systems, or systemic combat scaling.
Understanding of competitive tuning and meta evolution in skill-based games.
Background in combat animation timing, root motion, or motion matching.
Familiarity with the Gameplay Ability System (GAS) and its application to multiplayer.
”
+infos(oficial): https://funplus.com/ ou https://www.studioellipsis.com/
Procura-se um Lead Game Designer (hibrido/Portugal) pela Scopely em modo hibrido, em que:
”
Scopely is looking for a superstar Lead Game Designer to join our Star Trek Fleet Command team in Dublin or Barcelona on a hybrid or remote basis.
What You Will Do
As a Lead Game Designer on STFC, you’ll own the standards, direction, and experiences that define how millions of players experience growth and mastery across our monthly content releases and beyond.
Become the design owner and leader behind our content pipeline, directing designers and live ops specialists in crafting compelling experiences for our players
Guide teams through the creative process, ensuring they can hit the vision of the game and deliver upon player and product needs with accuracy
Get your hands dirty through direct involvement in building and refining novel gameplay experiences focused on resource generation, spending, time gating, and power growth
Create systems that foster meaningful player agency and long-term investment
Manage and mentor designers in systems and economy design to elevate our standards and craft incredible experiences
Shape the design process to ensure the standards of players are met and exceeded
Use tools (Excel, Google Sheets) to model economies and progression pacing
Collaborate with Experienced, driven and passionate Designers, Product Managers, Analysts, and Engineers to implement features which aim to advance the genre
Evaluate performance using data, player feedback, and your own playtest experience
Design for scale: plan for long-term content extensibility and system health
What We’re Looking For
2+ years of game design leadership experience
Proven experience in F2P systems design and progression modelling
8+ years of experience designing systems or economies for live, F2P games (preferably MMO, 4X, or strategy genres)
Confident people manager and mentor, that is able to grow & nurture talent
Experience with all aspects of game design discipline: concept, game progression, interface, monetization, and retention
A proven track record of delivering features that balance player fun, engagement, and monetisation
Ability to translate KPI targets and data into design direction for teams
Mastery of spreadsheets and confidence in balancing power curves, pacing, and resource flow
Experience working cross-functionally and navigating live production environments
A positive, thoughtful, and collaborative approach to game development
Bonus Points
Deep understanding of the 4X genre with specific experience in F2P 4X
Familiarity with SQL, scripting, or simulation tools
Love for Star Trek, sci-fi, or highly strategic social games
Previous work on alliance or co-op systems in large-scale games”
+infos(oficial): https://www.scopely.com/
Procura-se um Game Systems Designer (Strategy/Political Simulation) (Porto/Portugal) pela Top Sigma Studios, em modo presencial, em que:
”
Role Description
This is a remote position for a Game Systems Designer specializing in strategy and political simulation games. In this role you will help shape the core systems of our debut title, State of Affairs, a political strategy game about managing power, social groups and crises.
You will:
Design and balance core game systems, political factions, social classes, economy, public opinion, unrest, elections and policies
Define and maintain system documentation diagrams, data tables, rules and formulas that are easy to implement and iterate on
Collaborate closely with programmers and artists to integrate your systems, tune them and keep them consistent across scenarios
Conduct focused research into politics, history and economics to ground systems in believable dynamics
Run or support playtests to identify exploits and dominant strategies, and improve clarity, tension and pacing
Qualifications
Required:
Strong understanding of game mechanics, balance, feedback loops and player behavior
Comfortable working with numbers and data spreadsheets, curves, formulas, tuning and iteration
Ability to conduct targeted research on political, historical or economic topics and translate that into game mechanics
Strong problem-solving skills and detail-oriented approach to designing complex systems
Excellent communication and collaborative skills for effective teamwork in a remote environment
Passion for strategy and political simulation games and a keen interest in player psychology
Nice to have:
Familiarity with Unity or another modern game engine
Experience designing economies for strategy games or decision making in systemic games
Experience with telemetry or analytics to guide balance decisions
Bachelor’s degree in Game Design, Computer Science, or a relevant field”
+infos(oficial): https://studios.top-sigma.com/
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