Game Designer
vor 1 Woche
40 SOULS is a combat roguelite focused on vehicle battles set in a post-apocalyptic world where corporations and cults, under the watch of cruel gods, run a sacrificial tournament.
The player completes runs across zones and arenas, fights waves of enemies and bosses, makes choices between battles, and builds their vehicle through weapons, modules, and upgrades.
The project is currently in active demo development and preparing for an investor pitch. At this stage, participation is not paid. After the demo, we plan to secure funding and transition to paid development.
Who we are looking for
We are looking for a Game Designer who will lead or help organize the technical and game design direction of the project: programmers, technical artists, and junior game designers.
We consider both experienced specialists and strong enthusiasts who have worked on multiple projects and know how to bring systems to a playable, structured result.
Parallel projects
Alongside the main game, we are developing a small racing-focused game inspired by Extreme G, set in the same universe.
This project is used to rapidly test and iterate on mechanics, vehicle handling, sense of speed, combat elements, and production pipeline, with the best solutions later transferred into 40 SOULS.
It also provides additional portfolio material and several smaller releases along the way.
Portfolio cases
We create and publish joint portfolio cases together with contributors.
Example:
Team
The team already includes people with AA/AAA experience and currently consists of around 20 members.
The visual side is mostly assembled and continues to grow. Our current goal is to structure game design and technical implementation so the demo is cohesive, readable, and fun to play.
Responsibilities
- Design and document the roguelite core loop: hub, run start, arena cycle, choice events, boss fights, return, meta progression
- Weapon and module systems: weapon types, stats, balance, synergies, combos, upgrades
- Upgrade systems: perk pools, rarity tiers, drop rules, unlock conditions, anti-exploit logic for broken builds
- Internal economy: currencies, rewards, shops, risk–reward mechanics, progression pacing
- Enemy and boss design: archetypes, behaviors, roles, telegraph readability, boss phases, content planning
- Randomization and generation: logic for assembling arenas/scenes from modules, event and boss variability, repetition rules
- Dialogue choice system: dialogue structure, branching, consequences, ties to loyalty and rewards, content-friendly formats
- Task setting for programmers and technical artists: specifications, priorities, acceptance criteria, integration control
- Demo iterations: testing, data-driven balance, fast iterations and polishing
- The project is built in Unreal Engine. Ideally, basic understanding of Blueprints and minimal C++ logic to communicate effectively with programmers and design realistic systems
Work format
- The project is currently non-commercial, so we understand that contributors may have other jobs or projects
- We consider different collaboration formats: full-time or a few hours per week
- Fully remote, flexible schedule
- Clear tasks, healthy communication, regular feedback without toxicity
- After the demo, we plan to secure funding, expand the team, and move to paid development
To Apply
Message on Telegram:
Job Types: Full-time, Part-time
Expected hours: No less than 15 per week
Experience:
- Game Design: 2 years (Preferred)
Work Location: Remote
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