Senior Game Producer
Argentina, Australia, Brazil, Canada, Chile, China, Denmark, Finland, France, Germany, India, Italy, Japan, Mexico, Neth
Negotiable
About this role
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We are hiring a highly experienced Producer + Designer for a remote position. The ideal candidate will help raise our production and design standards by improving systems, coaching the team, and leading high-impact product and game design initiatives that drive measurable business and player KPIs. This is a product-focused role centered on improving retention, monetization, and player experience by turning ambiguity into clear, build-ready specifications, structured execution plans, and measurable improvements.The role is fully remote and requires at least 4 - 5 hours of daily overlap with Pakistan Standard Time (GMT+5).This role is ideal for someone who:Brings structure to production without slowing teams downIs hands-on with systems design (not only management)Mentors teams and upgrades how they think and documentUses data to prioritize and validate decisionsCore Responsibilities1) Production Leadership (Systems + Delivery)Audit current production/design workflow and identify bottlenecks + root causes.Improve and enforce a clean operating cadence:- sprint planning, scope control, dependency management, release discipline- clear definitions of “ready” and “done”Lead cross-discipline alignment (design, dev, art, QA, data/UA).Turn ambiguity into clear decisions and build-ready specs.Coach producers/designers to run higher-quality execution independently.2) Lead Systems Design (Hands-on)Lead design of major systems and features:- core loop improvements, progression, economy, monetization, LiveOpsWrite high-quality design specs that are:- clear, buildable, measurable, testable- include edge cases, tuning plans, and KPI targetsImprove player experience end-to-end:- FTUE, early retention, session flow, mid/late-game goalsDrive iteration through structured playtests and fast feedback loops.3) Team Coaching + Design CultureTrain and mentor internal producers/designers:- weekly reviews, workshops, templates, critique cultureRaise quality of documentation and decision-making (systems-first, player-first, data-informed).Establish and maintain a clear “design quality bar” across the studio.4) Data-Informed Design (Partnering with Data/UA)Define experiment plans (A/B tests) for key hypotheses.Use dashboards/telemetry to identify issues and opportunities.Convert insights into backlog priorities and measurable design actions.5) Stakeholder Communication & ClarityKeep leadership updated with clear status, risks, and next steps.Write concise summaries and decision notes that reduce confusion and rework.Ensure teams have clarity on “
What Success Looks Like
” for each initiative.Key Deliverables (Expected Outputs)A clean production cadence that the team can follow consistently (planning → execution → review → release).Standardized documentation/templates (feature spec, economy/progression sheet, tuning plan, experiment plan).Build-ready specs for major systems/features with measurable success criteria.Regular product/design reviews with clear decisions, action items, and ownership.A simple, recurring “product health + priorities” summary for leadership (e.g., weekly/bi-weekly).Decision Rights & InterfacesProduction rituals for design/production (cadence, templates, review standards).Quality bar for design documentation and build-ready specs.Playtest cadence and iteration process for design improvements.You co-own (with Studio Lead + Game Leads):Prioritization of major product initiatives and roadmap trade-offs.Scope decisions for high-impact features and releases.You influence/support:UA and monetization improvements via product changes, experiments, and insight-driven recommendations.
Requirements
(Must Have)5 - 10+ years in mobile F2P production and/or game design (hybrid sim/tycoon is a big plus).Shipped multiple live products or major updates (not just prototypes).Strong systems design fundamentals:progression, economy, rewards, monetization, LiveOpsStrong production fundamentals:scope control, planning, cross-team coordination, risk managementExcellent written communication:you can create specs engineers/artists can build without guessingComfortable leading remotely and influencing without authority.Very strong English (written + spoken).Nice-to-HavesHybrid simulation / management game expertise.Experience working with teams across multiple time zones.Familiarity with Unity pipelines and constraints (no coding required).Experience building production/design systems from scratch (cadences, templates, rituals).Tools We UseCoda (documentation hub)Miro (flows, maps, UX collaboration)Asana (tasks + planning)Slack (daily communication)Working ModelRemote High ownership role - we care about outcomes, not meetings.Must be available for key overlap hours with GMT+5 for reviews and alignment.Originally posted on Himalayas
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