BLACKMILL GAMES - Multiplayer Game Designer (F/H/NB)
BlackMill Games is looking for a Multiplayer Game Designer to work on our series of WW1-themed multiplayer first-person shooters. The ideal candidate has a strong experience in designing online game experience.
This is a full-time, 5 days a week, fully remote position.
Responsibilities
You are in charge of reviewing the balance using player input and analytics data, and engaging with the community on game design.
You work with the creative director, the producer, developers and artists to oversee the implementation of new features and systems from ideation to shipment.
You assist developers who are prototyping new features and gameplay by offering design guidance and creating briefs, system outlines, technical specifications and visual concepts
You craft concise design documents, including one-pager briefs, system outlines, and other tools, to ensure clear and effective communication of design ideas.
You are in charge of the UX design of multiplayer and online features such as, matchmaking, communication and Heads Up Displays
About Blackmill Games
BlackMill Games brings history to life in video games.
Every project is carefully researched to provide authentic details combined with compelling gameplay within a historical setting.
Over the last decade we have built a solid reputation as a developer for supporting and caring for our games in the long run. We always go the extra mile to deliver games made with great attention to detail.
Coming from humble origins as solo developers, the team has organically grown over the last few years to 25 talented people from a variety of locations.
BlackMill Games is a fully remote company and has strong methodologies around this.
The team has an open and friendly culture where you will feel right at home.
About The WW1 Game Series
The WW1 Game Series is a series of intense multiplayer first-person shooters delivering authentic and immersive First World
War action on PC and Console.
The series contains Verdun (2015), Tannenberg (2019) and Isonzo (2022).
With the launch of the critically-acclaimed Isonzo in September 2022 our team has reached an important milestone in delivering a quality multi-platform game.
Joining the BlackMill Games means you will enter an established franchise and project base where we are continuously moving the boundaries of quality and innovation as we set the next steps in the franchise.
We work with people that are passionate about creating games, history and show initiative.
Requirements (all mandatory)
5+ years of experience: You have worked on at least 1 commercial multiplayer title.
You worked in Unity before on a multiplayer title and have experience with Telemetry
You have a strong knowledge of multiplayer game balancing, meta games, match pacing, and player engagement.
You can use 2D tools to create clear concepts and designs
You are located in Europe.
You have worked in a remote environment.
You are Available for 32-40 hours per week.
You read, write and talk English perfectly.
You have a Bachelor’s degree in Game Design, Computer Science, Interactive Media, or a related field preferred; relevant coursework, certifications, or professional experience in multiplayer game design, level design, or game development is a plus.
Bonus Skills/Experience
Affinity for World War 1.
Affinity for competitive FPS.
Knowledge of historical multiplayer first-person shooters, especially realistic hard-core shooters
As published by recruitee
Full name, Email, CV, Cover letter, Phone
- Do you authorise Focus Entertainment Publishing to contact you with further opportunities within the PulluP Entertainment group ? yes / no
- Are you located in a European timezone (+/- 2hr CET) yes / no
- Are you ALREADY legally allowed to invoice in the Netherlands yes / no
- Year(s) of experience working remote
- Year(s) of experience working on online games
- Year(s) of experience working on consoles (Playstation / XBOX)
- Year(s) of experience working with Unity
- Describe one (multiplayer) feature, system, mode, or balance change you personally owned. What was your exact responsibility, and what changed because of your work? written answer
- If you have worked on live multiplayer balancing using telemetry, community feedback, or playtest data? Please briefly describe. written answer · optional
- Describe a time you had to design within a strong theme, IP, historical setting, realism constraint, or creative restriction. What constraint affected the design, and how did you turn it into a better player experience? written answer · optional
- Describe a design you had to cut, simplify, or reduce in scope. What was the original idea, why was it too much, and what did you keep? written answer · optional
- Describe a feature where you worked directly with programmers from prototype to implementation. What did you provide to make their work easier, and what changed during development? written answer · optional
- Describe a recent game feature, or game design (of any multiplayer game) you personally have played (or studied) that changed how you think about multiplayer (FPS) design. What did you learn from it, and where would that lesson apply or not apply to our type of game? written answer · optional
- What excites you about joining BlackMill? written answer