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Jobs / Escapevelocityentertainmentinc

Principal Systems Designer, Live Service (Social Systems, Events and Onboarding) | Fully Remote

Escapevelocityentertainmentinc·United States, Canada, Spain, Czech RepublicRemote

In short

  • →Diseñar sistemas de eventos y sociales escalables para un juego live-service.
  • →Crear estructuras de onboarding alineadas con el progreso colectivo y la reentrada de jugadores.
  • →Ser el líder técnico principal en la definición de la arquitectura de LiveOps sin autoridad formal.

Fluent English required for collaboration with global team

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In ~1 minute you get: who interviews you, the likely questions answered from your CV, and your CV tailored to this job. Your first dossier is free.

The questions they'll ask you

1. ¿Cómo diseñarías un sistema de eventos configurables que se autoalimente con el meta del juego sin reescribir código?

2. Describe un ejemplo concreto de cómo usaste telemetría para cambiar algo en un sistema social que no funcionaba como esperabas.

3. ¿Cómo estructurarías el funnel social desde el inicio hasta una comunidad activa, usando nudges y reentrada?

🔒 +7 more questions

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💵 USD · Remote · No visa

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What they ask for

  • ✓8+ años en diseño de juegos, incluyendo 4+ en títulos live-service tras el lanzamiento.
  • ✓Experiencia demostrable en operar eventos y sistemas sociales, no solo especificarlos.
  • ✓Capacidad para diseñar modelos escalables con plantillas y configuración, no contenido a medida.
  • ✓Habilidad comprobada para influir sin autoridad formal en equipos de producción, ingeniería, UX, narrativa y producto.
  • ✓Uso rutinario de telemetría y retroalimentación de jugadores para iterar en sistemas operativos.
  • ✓Comunicación escrita y verbal excepcional.

Don't tick every box? That's normal — your free dossier shows your gaps and how to cover them in the interview.

LiveOpsEvent DesignProgression DesignEconomy DesignSocial SystemsOnboarding DesignTelemetryPlayer FeedbackConfiguration SystemsTooling Design

Who should you write to at Escapevelocityentertainmentinc?

Your free dossier identifies the people who'd interview you — their background, what they value, and how to reach out so you stand out before applying.

What we are looking for: We are building the live-service meta for an upcoming game, and three of its most important systems do not yet have a principal design owner: the events that give the game a weekly heartbeat, the social structures that make progression something players do together rather than alone, and the onboarding that has to teach both. This role owns the first two outright and is the design partner on the third. This is a design, maintain, and iterate role. Our event event architecture, our LiveOps operating model, and our community structures are about to be defined. You would be the person driving those and designing them, alongside the other Designers, PM and UX team. This is a fully remote, principal-level individual contributor role on the Meta & Live Service team, reporting to the Design Director, Meta & Live Service. What we will do together: Events and LiveOps design systems • Design events: a growing set of reusable, configurable formats that scale to a meet our audience needs. • Design events end to end: entry conditions, currencies, consumables, reward pacing, and how events feed and are fed by the wider meta rather than sitting beside it. • Assist in defining the configuration surfaces and tooling requirements that make running an event a config job rather than an engineering job. • Help set the standard for how events are specced, instrumented, reviewed and iterated after they run, and retired. Social and community systems • Design various community and social systems that will help curate a strong community that grows together. • Partner with the various teams to see how each feature can be added to a social layer. • Design the end-to-end social funnel experience Onboarding partnership • Partner with the FTUE pod and designer to sequence meta systems into onboarding • Define nudge, notification and re-entry logic, including the return path for lapsed players. • Help define the telemetry that tells us whether onboarding taught what it was supposed to teach. What you will bring: • 8+ years in game design, including 4+ years designing for and operating a live-service title after launch. Post-launch operating experience matters more here than shipping experience. • Demonstrated ownership of event systems, social systems, or both, on a title you supported live, not only specced. • Fluency in progression and economy design. You can build and defend the model, not only describe the intent. • A track record of designing systems that scale through templates and configuration rather than through bespoke content per beat. • Comfort influencing across Production, Engineering, UX, Narrative and Product without formal authority, and the judgement to know which decisions are yours and which are not. • Genuine use of telemetry and player feedback to iterate on live systems, including examples of things you changed because the data disagreed with you. • Excellent written and verbal communication. Nice to have • Tools and configuration design experience: you have specced the editor, not only used it. • You have run a live game through a rough stretch and can talk specifically about what you changed and what you would do differently. Interested… a bit about Escape Velocity: Escape Velocity is a team of passionate, talented developers working at a studio that offers excellent be

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