We're looking for a Game Systems Designer to join a Clash feature team focused on zero-to-one: new systems, progression loops, and player experiences built from a blank page rather than iterations on what's already live. You'll take open-ended questions; “ How do we make a player's first hour unmissable? How do we make progression feel rewarding rather than like a wall?” and turn them into concrete, shippable design.
The unusual part of this brief is the dual audience. You need real conviction about what works for Clash's current players, while exploring how Clash becomes relevant and attractive to audiences who've never played it. Holding both at once, without breaking faith with either, is the heart of the job.
This is a role in equal parts quantitative ...