Ofertas de trabalho (em outubro)

Procura-se um Systems Game Designer (Lisboa/Portugal) pela Funplus/Studio Ellipsis em modo presencial, em que:

You’ll help design and refine the systemic backbone of our action title, from progression and resource frameworks, to systemic generation features, ensuring every layer contributes to the overall structure.

This is a role for a designer who can think broadly and execute deeply: analytical, technical, and systems-oriented. Someone who can step back and see the whole machine, not just its parts.

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.”
+infos(oficial): https://funplus.com/ ou https://www.studioellipsis.com/

Procura-se um Technical Game Designer (Lisboa/Portugal) pela Funplus/Studio Ellipsis em modo presencial, em que:

What You’ll Do
We’re looking for a Technical Designer: a hybrid mind who speaks both design and code. Someone who can take abstract design ideas and make them playable, stable, and scalable inside Unreal. You’ll be the connective tissue between game design and engineering: prototyping systems, building scripts, and ensuring that creative ideas become functional, performant gameplay.

This is a role for someone who loves turning concepts into working, tunable systems. You’re part designer, part engineer, and fully obsessed with elegant problem-solving.

Key Responsibilities
Prototype and implement gameplay features, mechanics, and systemic behaviors in Unreal Engine (Blueprints + C++ exposure preferred).
Partner with systems, mission, and level designers to bring designs from paper to playable.
Build and maintain modular tools, templates, and data structures that empower non-technical designers to work efficiently.
Debug, profile, and optimize gameplay systems to ensure smooth performance and clean dependencies.
Establish and document best practices for gameplay scripting, naming conventions, and implementation workflows.
Collaborate with engineering to bridge high-level design goals and technical constraints.
Participate in feature reviews, offering grounded technical input on scope, feasibility, and integration.
Support content integration across multiple disciplines (AI, audio, VFX, animation, environment).
Maintain rapid iteration pipelines—helping the team test, tune, and evolve gameplay at high velocity.

You Are
A hybrid problem-solver with 4+ years of experience as a Technical Designer, Gameplay Scripter, or similar role.
Fluent in Unreal Engine 5, with deep understanding of Blueprint scripting, data-driven workflows, and gameplay frameworks.
Comfortable reading or writing C++, even if not your primary tool.
Strong understanding of gameplay systems, state machines, event logic, and AI behavior frameworks.
Obsessed with iteration speed—you automate what’s repeatable, document what’s complex, and simplify what’s messy.
An excellent communicator who thrives at translating between creative and technical languages.
Calm under pressure and laser-focused on execution quality.
Motivated by building tools and systems that make great design inevitable.”
+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 Game Designer (hibrido/Portugal) pela freelance, em que:

Responsibilities
Design and prototype user interactions that enhance the overall product experience
Collaborate closely with the project owner to understand vision and requirements
Apply game design methodologies to create intuitive and engaging product flows
Integrate graphic and UI/UX elements to ensure cohesive design across platforms
Provide actionable feedback and iterate on design concepts rapidly
Document design decisions and present interaction flows for review

Skills And Requirements
Proven experience in game design and product interaction design
Strong portfolio demonstrating app, web, and graphic design projects
Proficiency with design tools such as Figma, Sketch, or Adobe Creative Suite
Ability to translate user needs into engaging interactive experiences
Excellent communication and collaboration skills
Availability for on-site work in Lisbon, with flexibility for hybrid arrangements
Willingness to travel for short-term assignments
Attention to detail and a user-centered design mindset”
+infos(oficial): https://www.twine.net/

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