Pre-screened and vetted.
Mid-level Game Designer specializing in live operations and systems design
Senior Game QA/Test Engineer specializing in live service gameplay systems
Senior Game Designer specializing in level, mission, and quest design
Senior Game Designer specializing in live ops, narrative, and systems design
Senior Game QA Tester specializing in Unreal Engine design tools
Senior Composer & Sound Designer specializing in game and TV music
“Composer/audio editor specializing in longform picture-driven music edits and mixes, with TV credits including the comedy series "Crossing Swords." Experienced blending diegetic jazz with suspenseful orchestral scoring, building seamless transitions with stingers/silence, and using Cubase templates plus iZotope RX-driven dialogue integration for high-retention web/advertising content; based in Portland, OR and seeking remote work around $70k.”
Mid-Level Game Designer specializing in systems and economy design
“Game economy/progression designer with hands-on ownership of end-to-end systems and live-ops tuning on major mobile titles (Star Trek Fleet Command, Marvel Contest of Champions). Builds spreadsheet-based simulations and telemetry-driven tuning loops to prevent inflation and reduce progression friction, including a multi-iteration optimization that lifted D7 retention ~7% while maintaining monetization targets.”
Mid-level Game Designer specializing in systems, balance, and live updates
“Game designer currently leading design on a Mario Party-like party game, owning mode design, economy, and meta-progression. Uses playtests and A/B tests to tune fairness-focused systems (e.g., dynamic power-ups accounting for player standing and turn order) and prototypes quickly in UE5 Blueprints. Previously shipped a mixed-reality version of Knockout League’s Knockout Alley mode for a Quest 3-aligned release.”
Senior Gameplay Engineer specializing in Unity/Unreal gameplay, AI, and narrative systems
“Game developer with 13 years in the games industry who built a Unity VR feature using machine learning to recognize player-drawn spell symbols, training an accurate neural network from an existing dataset and solving tricky screen-space/world-space input constraints. Actively uses AI assistants for targeted code snippets and code review while emphasizing understanding over "vibe coding," and is interested in expanding into multiplayer/networking.”
Senior Game Designer specializing in live-service content and player objectives
“Game designer on Madden NFL (incl. Madden NFL 26) who contributed to Superstar Showdown mode rules and weekly Game Day Beats objectives, focusing on playtest-driven tuning to keep challenges fun and achievable. Also owned the Superstar storefront experience, coordinating with art/design under tight timelines and adapting live-service merchandising based on what players responded to.”
Mid-level Game Designer specializing in systems and gameplay
“Game QA tester/designer hybrid with hands-on Unreal Engine 5 technical debugging experience, focused on NPC AI navigation and performance. At Lantern Tower Games (Telmahre), owned end-to-end quality for an NPC system (dynamic navmesh, moving platforms, EQS, actor pooling), using Unreal Insights and asset reference refactors (hard->soft + async loading) to resolve critical memory/performance issues while collaborating closely with engineering and level design in Scrum.”
Senior Game Economy Designer specializing in live-ops economies and monetization systems
“Game economy designer with experience on live F2P mobile titles including Jurassic World: The Game and Ubisoft’s NFL Primetime Fantasy. Built and tuned virtual currency/market systems end-to-end, using Excel simulations and analytics dashboards to forecast progression, prevent inflation, and iteratively improve engagement, retention, and player satisfaction in live ops contexts. Based in Montreal (East Coast) and seeking ~80k CAD; not able to relocate to the Pacific.”
Senior Game Designer specializing in game economy, progression, and data-driven systems
“Game economy/progression designer with live-ops experience across MMO, CCG, and F2P strategy titles (ROSE Online, Vega Conflict/KIXEYE). Known for data-driven tuning of loot, currencies, and monetization—e.g., removing a low-performing pay gate drove ~14% DAU lift and improved revenue, and built premium-currency models using real player telemetry to support an ad-to-IAP transition.”
Senior QA Analyst and Game Designer specializing in educational games and game audio
Senior Game Designer & Developer specializing in narrative design and live-service games
Senior Game Designer specializing in mobile puzzle games and live ops
Senior Game Producer & Game Designer specializing in cross-platform mobile and VR titles
Senior QA Professional specializing in mobile and game release validation
Senior Game Designer/Producer specializing in multiplayer F2P live-service systems
“Game designer who led two shipped cross-platform soccer titles (Monkers League / Champs), owning core mode and control design across mobile and PC (controller + mouse/keyboard). Drove a major gameplay pivot from controlling a full team to single-character play and tuned controls via playtests to expand appeal beyond traditional sports fans, while also building engagement systems like season passes, tournaments, and live events amid repeated platform shifts.”
Entry-Level Game Designer & Gameplay Programmer specializing in Unity and Unreal Engine 5
“Game designer with hands-on experience shipping and tuning a branching memory-deletion narrative system in Unity (Echoes of Memory), focused on creating emotional tension through meaningful player choice. Also builds and iterates cooperative level layouts in Unreal Engine 5 with ~1-week idea-to-playtest cycles, collaborating closely with teammates on Blueprint implementation.”
Senior Game Designer specializing in gameplay systems, progression, and prototyping
“Game designer with shipped experience creating and tuning alternative modes for a beer-pong-inspired title (Bounce Shot), including convention playtests that turned modes into fan favorites and sparked community-run tournaments. Also contributed to late-game retention improvements on Deer Hunter 2014 by increasing mission variety through themed animal randomization, generating organic buzz across forums and social channels. Prototypes quickly in UE5 Blueprints and writes implementation-ready mode specs with UX/animation/economy considerations.”
Senior Game AI Designer specializing in Unreal Engine gameplay systems
“UE5 Blueprint-focused gameplay/AI developer specializing in combat creatures and reusable, data-driven systems. Built a player-facing AI dodge mechanic that stays navmesh-safe via trace-based space checks and tuned it with cooldowns/probabilities, validating timing against ~250ms player reaction speed using a dedicated test map and logging. Experienced collaborating cross-discipline to propose features, request assets, prototype quickly, and iterate based on QA/playtests and creative direction.”
Senior Game Designer/Developer specializing in Unity multiplayer and systems design