Lead Designer
๐ Job Overview
Job Title: Lead Designer
Company: Panic Stations
Location: United Kingdom
Job Type: CONTRACTOR
Category: Game Design & Development Operations
Date Posted: 2026-04-27
Experience Level: Mid-Senior Level (5-10 years)
Remote Status: Fully Remote
๐ Role Summary
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Spearhead the vision and scope for a new multiplayer, physics-driven game title, translating founder concepts into a communicable and championable project vision.
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Lead a small design team through an intensive prototyping period, making critical decisions on what to build, balance, and iterate on to achieve optimal player fun.
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Directly contribute to in-engine development by building early 3D environments and levels in Unity, owning the '3Cs' (Controls, Camera, Character) and ensuring tight, engaging gameplay mechanics.
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Oversee the quality and direction of level content, providing insightful feedback and final approval for polish to ensure the game is ship-ready for console and PC platforms.
๐ Enhancement Note: This role is a 12-month contract, emphasizing a hands-on, autonomous, and fast-paced approach typical of a startup environment. The focus is on outcomes and shipping builds, requiring a candidate comfortable with ambiguity and direct contribution.
๐ Primary Responsibilities
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Visionary Leadership: Translate high-level game concepts into a detailed, actionable design vision, ensuring alignment with the studio's focus on high fun-per-minute gameplay.
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Team Direction & Mentorship: Guide and mentor a small design team, fostering a collaborative environment focused on rapid prototyping, iterative development, and achieving core gameplay loops.
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Hands-on Prototyping & Development: Actively participate in building and iterating on game mechanics, levels, and environments within Unity, with a particular focus on physics-based emergent gameplay and tight controls.
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Quality Assurance & Polish: Define and enforce quality standards for all design elements, particularly level content and core gameplay mechanics, ensuring a polished and ship-ready product.
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Cross-functional Collaboration: Work closely with other departments (if any, or founders) to ensure design decisions support technical feasibility and overall project goals, facilitating seamless integration of design into the development pipeline.
๐ Enhancement Note: The emphasis on "shipping builds over process and meetings" indicates a need for a pragmatic designer who can balance strategic vision with tactical execution. The role requires direct contribution to Unity development, making proficiency in that engine a critical operational requirement.
๐ Skills & Qualifications
Education: While no specific degree is listed, a Bachelor's degree in Game Design, Computer Science, or a related field, or equivalent practical experience, is highly recommended for a Lead role.
Experience: A minimum of 5-10 years of experience in game design, with a significant portion of this in leadership or senior roles on shipped titles.
Required Skills:
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Game Vision & Strategy: Proven ability to define and champion a compelling game vision from concept to completion.
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Multiplayer Game Design: Deep understanding of mechanics and systems that create engaging multiplayer experiences.
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Physics-Based Gameplay: Expertise in designing and balancing emergent gameplay driven by physics systems.
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Unity Engine Proficiency: Hands-on experience building 3D environments, levels, and core mechanics within Unity.
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Prototyping & Iteration: Demonstrated skill in rapidly prototyping ideas and iterating based on feedback to "find the fun."
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UX/UI Intuition: Strong understanding of user experience and interface design principles for intuitive player interaction.
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Leadership & Team Management: Experience leading a small team, providing direction, feedback, and fostering collaboration.
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Console/PC Game Development: Experience shipping titles on console and/or PC platforms.
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Agile & Fast-Paced Environments: Adaptability and effectiveness in a startup setting with rapid iteration cycles.
Preferred Skills:
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"Friendslop" Title Passion: Familiarity and enthusiasm for indie games with a focus on fun, emergent gameplay.
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3C Design Expertise: Deep knowledge of designing and implementing tight character controls, camera systems, and character movement.
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Level Design & Environment Art: Ability to construct engaging 3D levels and environments within Unity.
๐ Enhancement Note: The requirement for experience shipping console/PC multiplayer titles and at least one Unity project, coupled with a demonstration of hands-on work and prototyping, strongly suggests this role is for a seasoned individual contributor who can also lead. The "passion for indie games and 'friendslop' titles" points to a specific aesthetic and design philosophy.
๐ Process & Systems Portfolio Requirements
Portfolio Essentials:
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Shipped Titles Showcase: Clearly present at least one shipped console/PC multiplayer title where you held a leadership or significant design role.
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Unity Project Demonstrations: Include examples of your hands-on work within Unity, showcasing your ability to build 3D environments, levels, or core mechanics.
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Prototyping Examples: Provide case studies or playable demos of prototypes that demonstrate your process for "finding the fun" and iterating on mechanics.
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Design Vision Articulation: Showcase how you've translated concepts into a clear design vision and communicated it to a team.
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Gameplay Systems Design: Examples of designed and balanced gameplay systems, particularly those involving physics or emergent mechanics.
Process Documentation:
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Iterative Design Workflows: Demonstrate your approach to iterative design, including how you gather feedback, implement changes, and measure success.
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Prototyping Methodologies: Outline your preferred methods for rapid prototyping and how you make decisions on what to pursue.
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Level Design & Environment Building: Showcase your workflow for creating 3D environments and levels from initial blocking to polished assets within Unity.
๐ Enhancement Note: Given the startup nature and emphasis on outcomes, the portfolio should focus on tangible results and a clear demonstration of hands-on capability rather than extensive process documentation. The ability to show direct contribution and rapid iteration will be paramount.
๐ต Compensation & Benefits
Salary Range: As this is a 12-month contract role for a Lead Designer in the UK/Europe, a competitive daily or hourly rate would be expected. Based on industry benchmarks for senior contract game designers in the UK with leadership experience, the rate could range from ยฃ400 to ยฃ700 per day, translating to an approximate annual equivalent of ยฃ80,000 to ยฃ140,000, depending on specific experience, skill set, and negotiation.
Benefits:
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Generous Holiday Allowance: Standard holiday entitlement.
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Extended Breaks: A 2-week company summer break and a 2-week company winter break for dedicated rest and recharge.
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Remote Work Flexibility: Full remote working within the UK and Europe.
Working Hours: Approximately 40 hours per week, with flexibility expected given the startup environment and contract nature. While a standard workweek is implied, the emphasis on outcomes may lead to periods of intense focus.
๐ Enhancement Note: Salary for contract roles is typically negotiated on a daily or hourly basis. The provided range is an estimate based on current market rates for similar contract positions in the UK and Europe, considering the "Lead" title and required experience. It is crucial for candidates to research current contract rates in their specific region within the UK/Europe.
๐ฏ Team & Company Context
๐ข Company Culture
Industry: Video Games Development (Startup)
Company Size: Small (Startup) - Likely fewer than 50 employees, with a very focused core team for this project.
Founded: A new games studio, indicating a fresh approach and potentially a lean, agile operational structure.
Team Structure:
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Lean & Autonomous: Expect a flat hierarchy with a small, highly collaborative team where individuals operate autonomously and are expected to be multi-talented.
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Direct Contribution Focus: Roles are hands-on, with everyone working directly on the games. The Lead Designer will be part of a small core team, likely reporting directly to the founders.
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Cross-Functional Interaction: While the description focuses on the design team, collaboration will be essential with founders and potentially other specialized roles (e.g., programming, art) as the project progresses.
Methodology:
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Outcome-Oriented: Emphasis on shipping builds and achieving results ("fun per minute") over rigid processes.
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Resourceful & Scrappy: Typical of startups, expect a need for creative problem-solving and efficiency.
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Collaborative & Fast-Moving: High degree of teamwork and rapid iteration to adapt to evolving game design.
Company Website: panicstations.com
๐ Enhancement Note: The "scrappy but resourceful" culture implies a need for candidates who are adaptable, self-starters, and comfortable with ambiguity. The focus on "outcomes and shipping builds over process and meetings" is a key cultural differentiator to be aware of.
๐ Career & Growth Analysis
Operations Career Level: This is a senior-level contract role, positioned as "Lead" within a specialized function (Game Design). It requires significant prior experience and the ability to both execute and guide.
Reporting Structure: The Lead Designer will likely report directly to the founders of Panic Stations, given the startup's size and structure.
Operations Impact: The Lead Designer's impact is direct and critical to the success of the game. They will define the core player experience, influence player engagement through mechanics and level design, and ensure the final product meets quality standards for market release. This role directly impacts the "fun per minute" metric, a key success indicator for the studio.
Growth Opportunities:
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Project Leadership: Opportunity to lead a critical feature set or an entire game project from concept to launch within a startup environment.
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Skill Specialization & Broadening: While leading design, there's a chance to deepen expertise in physics-based gameplay, Unity development, and potentially gain broader exposure to other aspects of game development in a small studio.
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Startup Experience: Invaluable experience in the early-stage development of a games studio, offering insights into entrepreneurship and building a company from the ground up.
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Potential for Future Engagement: Successful completion of the 12-month contract might open doors for further engagements or roles if the studio grows and secures further funding.
๐ Enhancement Note: While this is a contract role, the "Lead" title suggests a significant level of responsibility and influence. Growth will be measured by the successful delivery of the project and the demonstrated ability to lead design within a challenging startup environment.
๐ Work Environment
Office Type: Remote Solely. This is a fully remote position, meaning all work will be conducted from the employee's own location.
Office Location(s): United Kingdom and Europe. Candidates must be based within these regions, likely to facilitate communication and potential future team meetups, and to comply with employment regulations.
Workspace Context:
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Home Office Setup: Candidates will be responsible for their own work environment, requiring a stable internet connection and a dedicated space conducive to focused design work and collaboration.
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Digital Collaboration Tools: Expect reliance on digital communication and collaboration platforms (e.g., Slack, Discord, project management tools) for team interaction and task management.
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Unity Development Environment: Access to a suitable workstation capable of running Unity and the game project's assets will be necessary.
Work Schedule: Approximately 40 hours per week. While remote work offers flexibility, the startup environment and contract deliverables will necessitate consistent availability and potentially focused periods to meet project milestones.
๐ Enhancement Note: The fully remote nature requires strong self-discipline and proactive communication skills. Candidates should be comfortable managing their own time and workflow without direct on-site supervision.
๐ Application & Portfolio Review Process
Interview Process:
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Initial Screening: Review of CV and portfolio to assess alignment with required skills and experience (multiplayer, Unity, leadership, prototyping).
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Portfolio Deep Dive: A session focused on reviewing the candidate's portfolio, discussing specific projects, their role, design decisions, and outcomes. Expect to walk through examples of shipped titles and hands-on Unity work.
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Technical/Design Challenge: Potentially a small design challenge or a discussion around hypothetical scenarios related to the game's mechanics, physics, or level design to assess problem-solving and design thinking.
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Team/Founder Interviews: Discussions with founders to assess cultural fit, communication style, and strategic alignment with the studio's vision.
Portfolio Review Tips:
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Highlight Leadership & Hands-on Work: Clearly distinguish between your leadership contributions and your direct, hands-on contributions in Unity and prototyping.
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Showcase "Finding the Fun": Present case studies that illustrate your process for iterating on mechanics and achieving engaging gameplay, especially related to physics.
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Quantify Impact: If possible, use metrics or player feedback to demonstrate the success of your design decisions.
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Unity Project Focus: Ensure your Unity work is clearly presented, highlighting your ability to build environments and implement core mechanics.
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Conciseness: Given the fast-paced environment, be prepared to articulate your contributions and decisions concisely and effectively.
Challenge Preparation:
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Physics-Based Mechanics: Be ready to discuss how you would design or balance mechanics in a physics-driven environment.
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Prototyping Scenarios: Prepare to outline a prototyping plan for a specific game feature or mechanic.
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Level Design Concepts: Think about how you would approach designing levels for a multiplayer, physics-based game.
๐ Enhancement Note: The emphasis on "scrappy," "resourceful," and "shipping builds" suggests that the interview process will likely be practical and focused on assessing the candidate's ability to deliver tangible results quickly. A strong portfolio demonstrating direct contribution is key.
๐ Tools & Technology Stack
Primary Tools:
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Unity Engine: This is the core development platform. Deep proficiency in Unity for 3D environment and level creation, as well as implementing gameplay mechanics, is essential.
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Version Control (e.g., Git): Standard for collaborative development, likely used for managing Unity projects and code.
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Project Management Software (e.g., Jira, Trello, Asana): To manage tasks, track progress, and facilitate team coordination in a remote setting.
Analytics & Reporting:
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In-game Analytics: Understanding how to integrate and interpret data from player behavior within the game to inform design decisions.
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Performance Monitoring Tools: For ensuring the game runs smoothly on target platforms.
CRM & Automation:
- Not directly applicable to this role, as it is focused on game design and development rather than sales or marketing operations. However, an understanding of how player data might be used post-launch could be beneficial.
๐ Enhancement Note: Proficiency in Unity is paramount. The candidate should be comfortable with standard game development tools and workflows, especially those supporting remote collaboration and iterative design.
๐ฅ Team Culture & Values
Operations Values:
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Outcome-Driven: Prioritizing the delivery of fun, engaging gameplay and shipping builds over adherence to rigid processes.
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Collaboration: Working closely and effectively with a small, multi-talented team, sharing ideas and providing constructive feedback.
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Resourcefulness & Autonomy: Operating independently, finding creative solutions to challenges, and taking ownership of responsibilities.
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Passion for Games: A genuine enthusiasm for creating enjoyable gaming experiences, particularly in the indie and "friendslop" genres.
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Speed & Agility: Embracing a fast-paced development cycle with rapid iteration and adaptation.
Collaboration Style:
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Direct & Pragmatic: Communication is likely to be direct, focused on problem-solving and achieving project goals efficiently.
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Hands-on Support: Expect a culture where team members actively help each other, especially during critical development phases like prototyping.
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Open Feedback: A willingness to give and receive constructive feedback is crucial for iterative design and team cohesion.
๐ Enhancement Note: The company values are heavily skewed towards a startup mentality: fast, flexible, and results-oriented. Candidates should be comfortable with a less structured environment and a strong emphasis on individual initiative and team support.
โก Challenges & Growth Opportunities
Challenges:
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Startup Ambiguity: Navigating the inherent uncertainty and evolving priorities of a new games studio.
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Balancing Vision with Execution: Translating a founder's vision into a tangible, fun game with limited resources and time.
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Rapid Iteration & Decision Making: Making tough calls on what mechanics to keep or discard under pressure to ship.
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Remote Team Cohesion: Building and maintaining strong team dynamics and effective communication across a distributed team.
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Physics-Based Complexity: Mastering the nuances of physics-driven gameplay to ensure it is consistently fun and not frustrating.
Learning & Development Opportunities:
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Direct Leadership Experience: Gaining hands-on experience leading a design team and shaping a game's core experience.
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Unity Development Mastery: Deepening expertise in Unity, particularly in 3D environment creation and gameplay systems.
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Startup Environment Acumen: Learning how to operate and succeed in a fast-paced, lean startup setting.
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Broad Exposure: Potentially gaining insights into various aspects of game development beyond pure design in a small studio.
๐ Enhancement Note: The challenges are significant but offer commensurate growth. Success in this role will be a strong testament to a candidate's adaptability, leadership, and practical design skills.
๐ก Interview Preparation
Strategy Questions:
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"How would you take a founder's concept for a multiplayer physics game and develop a clear, actionable design vision?" (Focus on your process for ideation, scope definition, and communication.)
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"Describe a time you had to make a tough decision about cutting a feature or mechanic you enjoyed. How did you approach it, and what was the outcome?" (Assess your ability to prioritize and make difficult calls for the good of the project.)
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"Walk us through your process for prototyping and iterating on a core gameplay mechanic to 'find the fun'." (Demonstrate your practical approach to iterative design and problem-solving.)
Company & Culture Questions:
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"What excites you about the 'friendslop' genre and physics-driven multiplayer games?" (Gauge your passion and alignment with the studio's focus.)
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"How do you thrive in a fast-paced, potentially 'scrappy' startup environment with a focus on outcomes over process?" (Assess your adaptability and work style.)
Portfolio Presentation Strategy:
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Highlight Your Role: Be explicit about your contributions, differentiating between leadership, design, and hands-on development (especially in Unity).
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Show, Don't Just Tell: Use visual examples (screenshots, videos, playable builds) to demonstrate your skills in Unity, level design, and prototyping.
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Focus on Process & Outcome: For each key project, explain your design process, the challenges you faced, the decisions you made, and the tangible results or impact.
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Be Ready for Deep Dives: Prepare to answer detailed questions about your design choices, technical implementation in Unity, and how you navigated challenges.
๐ Enhancement Note: Interviews will likely be direct and practical. Be prepared to discuss your hands-on experience with Unity, your approach to physics-based design, and your ability to lead and iterate quickly in a startup setting.
๐ Application Steps
To apply for this operations position:
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Submit your application through the provided link on Workable.
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Tailor Your CV: Emphasize your experience with multiplayer games, Unity development, hands-on prototyping, and leadership roles on console/PC titles. Quantify achievements where possible.
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Curate Your Portfolio: Select your strongest examples that demonstrate your ability to lead a vision, build in Unity, prototype mechanics, and iterate to "find the fun." Ensure it clearly showcases your hands-on contributions and shipped titles.
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Prepare for a Practical Interview: Be ready to discuss your design process for physics-based games, your Unity development workflow, and how you would lead a small, remote team. Practice articulating your thoughts concisely and effectively.
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Research Panic Stations: Familiarize yourself with their mission and focus on "fun per minute" and "friendslop" titles to demonstrate genuine interest and cultural alignment.
โ ๏ธ Important Notice: This enhanced job description includes AI-generated insights and operations industry-standard assumptions. All details should be verified directly with the hiring organization before making application decisions.
Application Requirements
Candidates must have experience shipping multiplayer titles on console or PC and at least one project using Unity. A strong background in hands-on prototyping and leadership within a fast-paced, small team environment is required.