Lead Designer
š Job Overview
Job Title: Lead Designer
Company: Panic Stations
Location: London, England, United Kingdom
Job Type: CONTRACTOR
Category: Game Design & Development Operations
Date Posted: 2026-04-27
Experience Level: 5-10 Years
Remote Status: Remote Solely
š Role Summary
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Spearhead the vision, scope, and fun-factor for a new multiplayer, physics-driven game title, ensuring emergent gameplay and strong player engagement.
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Direct and mentor a small design team through intensive prototyping and iteration cycles, focusing on rapid development and "finding the fun."
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Actively contribute hands-on to the creation of 3D environments and levels within the Unity engine, while owning and refining core gameplay mechanics (3Cs) for a polished, ship-ready experience.
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Oversee the quality and direction of level content, providing critical feedback and guidance to the broader design team to ensure cohesive and high-quality output.
š Enhancement Note: This role is a 12-month contract, focusing on a specific project lifecycle. The emphasis on "scrappy," "resourceful," and "shipping builds over process" indicates a lean, agile, and outcome-driven GTM (Go-To-Market) operations environment within game development, where rapid iteration and direct contribution are paramount. The "friendslop" mention suggests a niche within indie games focused on accessible, fun, and potentially quirky multiplayer experiences.
š Primary Responsibilities
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Transform founder concepts into a clear, championable project vision, effectively communicating its essence and goals to the design team and stakeholders.
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Deeply understand and leverage the principles of emergent and fun gameplay inherent in physics-based mechanics to drive design decisions.
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Apply strong UX/UI intuition to make critical design choices that enhance player experience and accessibility.
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Lead the decision-making process for prototyping priorities, ensuring efficient use of resources and rapid identification of core gameplay loops.
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Actively participate in balancing and iterating on gameplay mechanics to achieve a high level of "fun per minute" and player satisfaction.
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Make decisive calls on feature viability, knowing when to "bin" ideas that detract from the core fun or project goals.
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Build early 3D environments and levels within the Unity engine, contributing directly to the game's visual and spatial design.
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Own the "3Cs" (Character, Camera, Controls) development, working collaboratively to deliver tight, responsive, and enjoyable player controls.
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Define and implement the final polish and quality standards necessary to ensure the game is ready for release.
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Provide expert feedback and direction on level content, guiding the levels team to produce engaging and well-paced environments.
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Ensure the consistent delivery of high-quality content and additional gameplay features that align with the project's overall vision.
š Enhancement Note: The responsibilities highlight a blend of strategic leadership and hands-on execution. The "3Cs" ownership and direct Unity environment building are crucial for a Lead Designer role in this context, emphasizing practical application over pure management. The emphasis on making "tough decisions" and balancing iteration with a clear vision points to a need for strong decision-making skills under pressure.
š Skills & Qualifications
Education:
Experience:
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Minimum of 5-10 years of experience in game design, with a significant portion focused on multiplayer and/or physics-driven titles.
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Demonstrated experience in a leadership or lead role on shipped console or PC multiplayer titles.
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Proven track record of shipping at least one project developed using the Unity engine.
Required Skills:
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Game Design Leadership: Ability to define and champion a game vision, scope, and core gameplay loops.
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Physics-Based Game Design: Deep understanding of emergent gameplay and player interaction within physics-driven systems.
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Unity Engine Proficiency: Hands-on experience building 3D environments, levels, and implementing core gameplay mechanics within Unity.
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Prototyping Expertise: Skill in rapidly developing and iterating on game mechanics to "find the fun" and validate concepts.
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Multiplayer Game Development: Experience designing for and shipping online multiplayer experiences.
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UX/UI Intuition: Strong understanding of user experience principles and interface design for intuitive gameplay.
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Level Design: Ability to conceptualize, build, and iterate on engaging 3D game levels.
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Game Balancing: Skill in tuning mechanics, controls, and game systems for optimal player experience and competitive fairness.
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Team Direction: Capacity to lead, guide, and provide constructive feedback to a small design team.
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Decision Making: Ability to make tough, timely decisions regarding feature inclusion and exclusion.
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Indie Game Passion: Genuine enthusiasm for indie games and the "friendslop" genre, demonstrating an understanding of their unique appeal.
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Agile Methodologies: Comfort and proficiency in working within a fast-moving, lean, and collaborative team environment.
Preferred Skills:
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Experience with "friendslop" titles specifically.
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Console development pipeline knowledge and best practices.
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PC development optimization techniques.
š Enhancement Note: The experience level is inferred from the "Lead" title and the requirement to have shipped console/PC multiplayer titles, typically requiring several years of dedicated development. The emphasis on "hands-on work and prototyping" and "shipping at least 1 Unity project" are critical differentiators.
š Process & Systems Portfolio Requirements
Portfolio Essentials:
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Vision & Concept Articulation: Showcase examples of how you've taken abstract concepts or founder ideas and translated them into tangible game designs, including mood boards, initial feature breakdowns, or high-level design documents.
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Prototyping Demonstrations: Provide evidence of direct hands-on prototyping, ideally in Unity. This could include playable prototypes, video demonstrations of mechanics you built, or detailed breakdowns of the iteration process to "find the fun."
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3C & Control Design: Include case studies or examples of your work on character controls, camera systems, and core player actions, highlighting the iterative process and final polish achieved.
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Level Design Examples: Present a portfolio of 3D environments or levels you have built in Unity, demonstrating an understanding of spatial design, player flow, and environmental storytelling.
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Multiplayer Design Case Studies: Detail your contributions to shipped multiplayer titles, explaining the design challenges, your solutions, and the impact on player engagement and retention.
Process Documentation:
- Candidates should be prepared to discuss their personal methodologies for:
- Workflow Design & Optimization: How they approach structuring design tasks and workflows within a small team to maximize efficiency and minimize bottlenecks.
- Prototyping & Iteration: Their systematic approach to rapid prototyping, feedback incorporation, and iterative refinement to achieve desired gameplay outcomes.
- Quality Assurance & Polish: How they ensure a high level of polish and quality in shipped game features, including their personal quality bar and methods for achieving it.
- Balancing & Tuning: Their techniques for balancing complex game systems, particularly in physics-driven multiplayer environments.
š Enhancement Note: Given the "scrappy" and "hands-on" nature of the studio, a portfolio that clearly demonstrates direct contribution, rapid iteration, and tangible results in Unity is paramount. The ability to articulate one's personal design process, especially around prototyping and finding the fun, will be key.
šµ Compensation & Benefits
Salary Range:
Benefits:
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Contract Duration: 12-month contract providing a defined project scope.
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Remote Work: Fully remote position, offering flexibility and work-life balance.
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Company Breaks:
- 2-week company summer break.
- 2-week company winter break.
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Additional Holiday Allowance: Standard holiday entitlement in addition to the company-wide breaks.
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Collaborative Environment: Opportunity to work in a lean, resourceful, and highly collaborative startup environment.
Working Hours:
- The role implies approximately 40 hours per week, typical for a full-time contract. However, the "fast-moving" and "shipping builds over process" culture suggests a focus on outcomes, which may occasionally require flexibility to meet project deadlines.
š Enhancement Note: Salary estimation is based on typical contract rates for Lead Game Designers in the UK with expertise in Unity, multiplayer, and physics-based games. The benefits highlight a company that values employee well-being through structured breaks, a common perk in the gaming industry to prevent burnout.
šÆ Team & Company Context
š¢ Company Culture
Industry: Video Games / Entertainment Software
Company Size: Startup (likely <50 employees, based on description "not a big company" and "small team")
Founded: Recently founded (implied by "new remote games studio" and startup description).
Team Structure:
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Small & Agile: The team is described as "small, fast moving," indicating a lean structure where individuals wear multiple hats and collaboration is highly direct.
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Multi-talented Individuals: Emphasis on hiring individuals who can operate autonomously and at speed, suggesting a flat hierarchy with empowered team members.
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Hands-on Contribution: Every role is "hands-on working directly on our games," meaning the Lead Designer will be a player-coach, actively developing while leading.
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Cross-functional Collaboration: While a small design team is mentioned, collaboration with other disciplines (programming, art, production) is implied as essential for shipping a game.
Methodology:
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Outcome-Focused: "Focused on outcomes and shipping builds over process and meetings." This prioritizes tangible results and efficient development cycles.
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Lean & Resourceful ("Scrappy"): Expectation to work with limited resources and find creative solutions.
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Collaborative Spirit: "Highly collaborative" suggests an environment where ideas are shared freely, and teamwork is essential.
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Rapid Iteration: The focus on "finding the fun" and "shipping builds" points to an agile development process with frequent playtesting and feedback loops.
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Physics-Driven Emergence: A core design philosophy centered on leveraging physics for unpredictable and engaging gameplay.
Company Website: panicstations.com (as derived from domain_derived)
š Enhancement Note: The culture is clearly defined as a startup environment that values speed, autonomy, direct contribution, and collaborative problem-solving. This is a stark contrast to larger, more process-heavy studios.
š Career & Growth Analysis
Operations Career Level:
Reporting Structure:
Operations Impact:
Growth Opportunities:
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Leadership Expansion: Successful completion of this contract could lead to further leadership roles within Panic Stations if they secure funding or continue to grow, potentially leading a larger design team on future projects.
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Portfolio Enhancement: Shipping a successful multiplayer physics title as a Lead Designer provides significant credibility and a strong portfolio piece for future senior roles in the competitive games industry.
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Specialized Skill Development: Deepening expertise in physics-based mechanics, Unity development, and multiplayer design within a fast-paced environment.
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Entrepreneurial Exposure: Gaining firsthand experience in the dynamics and challenges of a game development startup.
š Enhancement Note: While this is a contract role, the "Lead" designation and the startup environment offer significant opportunities for career advancement and skill development, particularly for individuals looking to gain experience in a high-impact, fast-paced setting.
š Work Environment
Office Type: Remote Solely
Office Location(s): Primarily based in the United Kingdom and Europe, allowing for remote work across these regions.
Workspace Context:
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Home Office: Candidates will work from their own dedicated home office setup, requiring self-discipline and effective time management.
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Digital Collaboration: The primary mode of interaction will be through digital tools (e.g., Slack, Discord, project management software, video conferencing), necessitating strong communication skills and comfort with remote collaboration platforms.
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Tool Proficiency: Access to and proficiency with industry-standard game development tools, particularly Unity, is essential. The company provides the necessary software environment.
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Team Interaction: While remote, the culture emphasizes "highly collaborative," suggesting frequent virtual team syncs, design reviews, and brainstorming sessions.
Work Schedule:
- Standard full-time hours (approx. 40 hours/week) are expected, but the emphasis on "shipping builds" implies that flexibility may be required to meet project milestones and deadlines. The company's structured breaks (summer/winter) indicate a commitment to preventing burnout, suggesting that while crunch might occur, it's not the pervasive culture.
š Enhancement Note: The fully remote nature requires candidates to be self-motivated and excellent communicators. The "scrappy" nature suggests that candidates should be adaptable and comfortable with a less structured, more fluid work environment compared to larger, established studios.
š Application & Portfolio Review Process
Interview Process:
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Initial Screening: Likely a review of CV and portfolio to assess core qualifications, shipping experience, and Unity proficiency.
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Technical/Design Interview: A discussion focused on game design principles, especially physics-based and multiplayer mechanics, and your approach to prototyping and iteration. Expect questions about your hands-on experience.
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Portfolio Presentation/Walkthrough: A dedicated session where you present your portfolio, highlighting specific projects that demonstrate your leadership, prototyping skills, Unity environment building, and multiplayer design contributions. Be prepared to discuss your process, decisions, and outcomes.
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Team/Cultural Fit Interview: An opportunity to meet with founders or key team members to assess your fit with the "scrappy," collaborative, and fast-moving startup culture. Questions will likely revolve around your ability to work autonomously, handle ambiguity, and contribute directly.
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Practical Challenge (Potential): Given the emphasis on hands-on work, a short, focused design challenge or a request to prototype a specific mechanic might be part of the later stages.
Portfolio Review Tips:
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Show, Don't Just Tell: Prioritize visual and interactive examples (playable builds, videos) of your work, especially your direct contributions in Unity and prototyping.
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Highlight Leadership & Collaboration: For each project, clearly articulate your role, your leadership responsibilities, and how you collaborated with others.
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Focus on "Finding the Fun": Detail your process for identifying, iterating on, and achieving core gameplay fun. Use specific examples of mechanics you tuned.
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Demonstrate Unity Proficiency: Showcase your ability to build 3D environments and implement core controls and mechanics within the Unity engine.
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Quantify Impact: Where possible, use metrics or qualitative feedback to demonstrate the impact of your design decisions on player experience or game success.
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Tailor to Physics & Multiplayer: Emphasize projects that directly relate to physics-based gameplay and multiplayer design.
Challenge Preparation:
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Rapid Prototyping Mindset: If a challenge is given, focus on quickly validating a core mechanic or concept. Don't aim for perfection; aim for a functional demonstration of your design thinking.
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Problem Decomposition: Be ready to break down a high-level design problem into smaller, manageable components.
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Articulate Trade-offs: Understand and be able to discuss the trade-offs involved in your design decisions, especially concerning scope, complexity, and fun.
š Enhancement Note: The interview process will heavily weigh practical skills and demonstrated experience over theoretical knowledge. A strong, relevant portfolio is non-negotiable.
š Tools & Technology Stack
Primary Tools:
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Unity Engine: This is the core development environment. Proficiency in Unity for 3D environment creation, level design, and implementing core gameplay mechanics (3Cs) is essential.
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Version Control: Likely Git (or similar) for collaborative development, especially for managing Unity projects.
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Project Management: Tools such as Jira, Trello, Asana, or a custom internal system for tracking tasks, sprints, and project progress.
Analytics & Reporting:
CRM & Automation:
- Less directly relevant for a Lead Designer, but understanding how player data is managed and how game features might tie into broader CRM or live-ops systems could be beneficial.
š Enhancement Note: The primary technical requirement is deep proficiency with Unity. Familiarity with collaborative development tools and an understanding of how design choices impact player data are also valuable.
š„ Team Culture & Values
Operations Values:
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Fun Per Minute: A core philosophy driving all design decisions, prioritizing engaging and enjoyable gameplay experiences above all else.
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Collaboration: "Highly collaborative" indicates a team environment where open communication, idea sharing, and mutual support are expected.
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Resourcefulness ("Scrappy"): A value placed on finding creative solutions and making the most of available resources.
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Autonomy & Speed: Empowering individuals to work independently and at a fast pace to achieve outcomes.
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Outcome & Shipping Focus: A drive to deliver finished, polished products rather than getting bogged down in process.
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Passion for Games: A shared enthusiasm for indie games and the specific niche of "friendslop" titles.
Collaboration Style:
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Direct & Frequent: Given the small team size and remote nature, expect frequent, direct communication via chat and video calls.
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Hands-on Mentorship: The Lead Designer is expected to guide and mentor the team through active participation and example.
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Iterative Feedback Loops: Design discussions and feedback sessions are likely to be frequent and integral to the development process.
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Shared Ownership: While leadership is defined, the "scrappy" and "collaborative" nature suggests a degree of shared ownership and responsibility across the team.
š Enhancement Note: The values are geared towards fostering an agile, creative, and productive environment within a small, remote team. Candidates should be comfortable with direct feedback and a results-oriented approach.
ā” Challenges & Growth Opportunities
Challenges:
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Defining "Fun" in Physics Games: Physics-based games can be unpredictable. The challenge lies in channeling this unpredictability into consistently fun and engaging player experiences, avoiding frustration.
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Balancing Emergence and Control: Achieving a balance where the physics engine creates emergent moments without undermining player agency or control.
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Remote Team Cohesion: Maintaining strong team collaboration, communication, and a shared vision across a distributed team, especially in a startup environment.
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Startup Constraints: Working within the typical constraints of a startup, such as budget, personnel, and time, while still aiming for high-quality output.
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Scope Management: Effectively managing the scope of a multiplayer game within a 12-month contract, making tough decisions about what to include and exclude.
Learning & Development Opportunities:
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Deepen Physics Design Expertise: Gain advanced practical knowledge in designing for and leveraging physics engines for emergent gameplay.
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Unity Mastery: Further hone skills in Unity for environment creation, level design, and complex gameplay system implementation.
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Leadership in Agile Settings: Develop leadership capabilities within a lean, fast-paced startup environment, learning to guide and motivate a small, remote team effectively.
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Indie Game Development Insights: Gain invaluable experience in the realities of developing and shipping games within the indie sector.
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Mentorship: Opportunity to mentor junior designers and contribute to building a design culture from the ground up.
š Enhancement Note: The challenges presented are inherent to the role and the company's operating model. Successful navigation of these challenges offers significant professional growth.
š” Interview Preparation
Strategy Questions:
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"Describe your process for taking a game concept and developing it into a playable prototype. How do you ensure you 'find the fun' in physics-based mechanics?" (Focus on your iterative process, decision-making, and specific techniques for physics games.)
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"How would you lead a small design team through the crucial prototyping phase for a multiplayer title? What are your key strategies for motivation and direction?" (Highlight your leadership style, communication approach, and understanding of team dynamics in a remote setting.)
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"Walk us through your experience building 3D environments and levels in Unity. How do you approach level design to support emergent gameplay and player control?" (Be ready to show specific examples from your portfolio and discuss your workflow.)
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"What does 'shipping builds over process' mean to you, and how do you implement this philosophy in your work and leadership?" (Demonstrate your understanding of agile, outcome-driven development and your ability to prioritize effectively.)
Company & Culture Questions:
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"What excites you about Panic Stations' mission and focus on 'fun per minute' and 'friendslop' titles?" (Show genuine interest and understanding of their niche.)
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"How do you ensure effective collaboration and communication when working remotely with a small, fast-moving team?" (Provide concrete examples of your remote collaboration strategies.)
Portfolio Presentation Strategy:
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Curate Selectively: Choose 2-3 projects that best showcase your leadership, Unity environment building, prototyping skills, and experience with multiplayer/physics games.
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Structure Your Narrative: For each project, clearly articulate the problem, your role and solution, the process (especially prototyping and iteration), and the outcome/impact.
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Emphasize "Hands-On": Visually demonstrate your direct contributions, especially within Unity. Use videos of playable prototypes or mechanics you built.
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Highlight Leadership: For team projects, clearly delineate your leadership responsibilities and how you guided the team.
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Be Ready for Deep Dives: Anticipate detailed questions about your design choices, technical implementation in Unity, and the challenges you faced.
š Enhancement Note: Prepare to discuss your practical experience extensively, using your portfolio as evidence. The interview will likely be a blend of strategic design thinking and tactical execution.
š 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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Portfolio Customization: Ensure your resume and portfolio are tailored to highlight your experience with Unity, multiplayer game development, physics-based gameplay, and previous leadership roles. Prioritize showcasing direct contributions and prototyping work.
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Resume Optimization: Clearly articulate your experience shipping console/PC multiplayer titles and Unity projects. Use action verbs and quantify achievements where possible, focusing on your role in defining vision, leading teams, and hands-on development.
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Interview Preparation: Practice articulating your design process, especially concerning "finding the fun" in physics games, and prepare detailed examples from your portfolio to demonstrate your leadership and Unity proficiency. Rehearse your portfolio presentation.
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Company Research: Familiarize yourself with Panic Stations' mission, their focus on "fun per minute," and the "friendslop" genre. Understand their startup culture and the implications of a remote, fast-moving environment.
ā ļø 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 small, fast-moving team is required.