Senior UX Designer (Space Engineers Franchise)

Keen Software House
Full-time

πŸ“ Job Overview

Job Title: Senior UX Designer (Space Engineers Franchise)

Company: Keen Software House

Location: Prague, Czech Republic (On-site) / Remote within Europe

Job Type: Full-time

Category: Game UX Design / Product Design

Date Posted: 2026-09-09

Experience Level: 5-10 years

Remote Status: Hybrid / Remote within Europe

πŸš€ Role Summary

  • Drive the user experience strategy and execution for the critically acclaimed Space Engineers franchise, focusing on complex systems and player creativity.

  • Translate intricate game mechanics and vast amounts of information into intuitive, accessible, and engaging player interfaces and interactions.

  • Act as a hands-on, versatile UX Design partner, contributing beyond traditional UX documentation to directly impact UI/visual design or technical UI prototyping.

  • Collaborate cross-functionally with Game Design, Art, Engineering, Production, and QA to ensure seamless integration of UX principles from concept to final product.

πŸ“ Enhancement Note: This role is positioned as a Senior UX Designer, indicating a need for significant autonomy, strategic input, and the ability to mentor or influence others. The emphasis on "hands-on, versatile design" and the explicit mention of contributing beyond UX theory (ideally UI/visual design or technical prototyping) suggests a unique blend of core UX expertise with practical implementation skills, crucial for a game development environment where rapid iteration and direct contribution are highly valued. The "remote within Europe" option with a CET +/- 2 hours preference highlights the need for strong asynchronous communication skills and alignment with European working hours.

πŸ“ˆ Primary Responsibilities

  • Take full ownership of the user experience across Space Engineers and Space Engineers 2, proactively identifying player friction points and usability issues within complex game systems.

  • Lead the design of player flows, navigation, information architecture, and interaction patterns for menus, HUD, in-game interfaces, and system feedback mechanisms.

  • Develop comprehensive user flows, wireframes, and prototypes using Figma or equivalent tools, rigorously testing and iterating on solutions to meet player needs and game design intent.

  • Contribute directly to visual/UI design, or alternatively, engage in technical UI prototyping and integration to bridge the gap between design concepts and engine implementation.

  • Collaborate with Game Design to ensure complex mechanics remain deep yet understandable, balancing player agency with intuitive interface design.

  • Utilize playtesting, player feedback, analytics, and telemetry data to validate design decisions, guide iterative improvements, and measure the impact of UX changes.

  • Establish and evolve consistent UX principles, interaction patterns, and design systems across both titles to ensure a cohesive player experience.

  • Clearly articulate UX problems, design rationale, and trade-offs to stakeholders, leveraging evidence, player needs, and logical reasoning.

  • Ensure UX solutions are technically feasible, align with production constraints, and respect existing player expectations while driving innovation.

  • Actively participate in improving UX practices across the development team, advocating for user-centered design throughout the entire development lifecycle.

πŸ“ Enhancement Note: The primary responsibilities emphasize a proactive, ownership-driven approach to UX design within a complex game development context. The dual focus on "Space Engineers and Space Engineers 2" implies managing UX across both a live, established product and a newer iteration, requiring a nuanced understanding of both continuous improvement and new feature development. The explicit mention of "technical UI prototyping, integration, or implementation" as a valuable alternative to UI/visual design highlights a critical need for candidates who can bridge the gap between design and engineering, a common challenge in game development operations.

πŸŽ“ Skills & Qualifications

Education: Bachelor's degree in Human-Computer Interaction, Design, Computer Science, or a related field, or equivalent practical experience.

Experience: 5+ years of professional experience as a UX Designer, Game UX Designer, or similar role, with a significant portion dedicated to the video game industry on PC and/or console titles.

Required Skills:

  • Proven track record of designing UX for shipped video games, ideally across multiple features or complex systems.

  • Strong portfolio or case studies demonstrating a comprehensive UX process: problem definition, user flows, wireframing, prototyping, iteration, and final solutions.

  • Hands-on approach to UX design, with demonstrated experience in at least one adjacent discipline: ideally UI/visual design, or alternatively technical UI prototyping, integration, or implementation.

  • Deep understanding of interaction design, information architecture, user flows, usability principles, navigation systems, and information hierarchy.

  • Expertise in designing UX for systems-heavy games such as sandbox, simulation, strategy, or management genres.

  • Proficient in designing UX for complex, interconnected game systems (e.g., inventories, building, crafting, progression, control schemes).

  • Ability to simplify complex mechanics and information without sacrificing depth.

  • High proficiency in wireframing and prototyping tools, specifically Figma or equivalent.

  • Experience creating and evolving UX/UI design systems, interaction patterns, and reusable component libraries.

  • Experience designing for both mouse & keyboard and controller input methods.

  • Demonstrated experience validating UX solutions through usability testing, playtesting, player research, player feedback, and/or analytics/telemetry.

  • Knowledge of accessibility principles and their application in game UX design.

  • Strong design judgment, with the ability to identify root causes of usability problems and propose practical, evidence-based solutions.

  • Excellent collaboration skills, with the ability to work effectively with Game Design, UI Art, Engineering, Production, and QA teams, understanding technical and production constraints.

  • Proactive, self-driven, and adaptable, capable of working independently, iterating quickly, and receiving constructive feedback.

  • Fluent in English (spoken and written). Preferred Skills:

  • Strong visual/UI design skills, including typography, layout, iconography, visual hierarchy, and delivering polished, production-ready interface designs.

  • Experience creating or adapting UI assets and working within established visual language or art direction.

  • Experience implementing or integrating UI directly within a game engine (e.g., Unity, Unreal Engine, proprietary engines).

  • Experience combining UX design with UI/visual design and/or technical implementation within a single role.

  • Experience working on live games, focusing on improving established systems without disrupting existing player workflows.

  • Familiarity with sci-fi, simulation, engineering, or other technically oriented game genres.

πŸ“ Enhancement Note: The required skills emphasize a blend of foundational UX expertise with practical, game-specific application. The explicit need for experience in "at least one adjacent discipline" (UI/visual design or technical prototyping/integration) is a critical differentiator. This suggests the company is looking for candidates who can contribute directly to the visual or technical execution of UX solutions, rather than solely focusing on design documentation. This is a key aspect for operations roles in game development where bridging disciplines is often necessary.

πŸ“Š Process & Systems Portfolio Requirements

Portfolio Essentials:

  • Demonstrate a clear UX process from problem identification to solution validation, showcasing iterative design and problem-solving capabilities.

  • Include case studies that highlight the design of complex systems, such as inventories, building interfaces, crafting menus, or progression systems within a game context.

  • Showcase wireframes, user flows, and interactive prototypes (preferably using Figma or equivalent tools) that illustrate intuitive navigation and information architecture.

  • Provide examples of how player feedback, usability testing, or analytics data informed design decisions and led to measurable improvements.

  • Highlight contributions to UI/visual design or technical UI prototyping/integration, if applicable, demonstrating versatility beyond traditional UX deliverables. Process Documentation:

  • Detail your methodology for understanding and defining player problems and system requirements.

  • Illustrate your approach to creating and iterating on user flows, wireframes, and prototypes.

  • Explain how you incorporate technical constraints, production realities, and game design intent into your UX solutions.

  • Describe your experience with usability testing, playtesting, and leveraging player feedback or telemetry for design validation.

  • Show examples of how you establish and maintain design systems or consistent interaction patterns across multiple features or titles.

πŸ“ Enhancement Note: For a Senior UX Designer role in game development, the portfolio is paramount. It needs to go beyond theoretical concepts and demonstrate practical application. The emphasis on "hands-on, versatile design" means portfolios should ideally include tangible outputs like polished UI mockups, functional prototypes, or even examples of UI implementation if the candidate has that experience. The ability to showcase how complex systems were made intuitive is a core requirement.

πŸ’΅ Compensation & Benefits

Salary Range: Given the Senior UX Designer title, 5+ years of experience, and the location (Prague, Czech Republic, with remote options within Europe), a competitive salary range can be estimated. For Prague, a Senior UX Designer's salary typically falls between €55,000 - €80,000 per year, depending on experience, specific skills (especially UI/visual design or technical integration), and negotiation. For remote roles within Western Europe, this range might be higher, potentially €65,000 - €90,000+.

Benefits:

  • 25 days of annual leave, providing ample time for rest and personal pursuits.

  • Flexible sick leave policy, supporting employee wellbeing and health needs.

  • Modern office space in Prague with amenities designed for productivity and comfort, including quiet focus zones, beautiful garden, and excellent natural light.

  • Fully equipped kitchen with chef-prepared lunches, offering convenience and quality.

  • Access to on-site gym and shower facilities, promoting a healthy lifestyle.

  • Secure bike storage for eco-friendly commuters.

  • Regular team breakfasts, workshops, and social meetups (BBQ, game nights, parties, teambuildings) fostering a strong sense of community and collaboration.

  • Opportunity to work on a globally recognized and technically ambitious game franchise.

Working Hours: Standard full-time hours are expected, likely around 40 hours per week. The company offers flexibility, particularly for remote employees within CET +/- 2 hours, allowing for a degree of autonomy in structuring the workday while ensuring team alignment.

πŸ“ Enhancement Note: The salary estimation is based on industry benchmarks for Senior UX Designers in Prague and comparable European tech hubs, considering the company's likely compensation strategy for specialized technical roles in game development. The benefits package is detailed based on the provided information, highlighting aspects particularly attractive to creative and technical professionals in the gaming industry.

🎯 Team & Company Context

🏒 Company Culture

Industry: Video Game Development, specifically focusing on sandbox simulation games. Keen Software House is known for its proprietary engine technology and ambitious, technically complex game titles like Space Engineers.

Company Size: Keen Software House is a medium-sized game development studio. This size often allows for a more agile, less bureaucratic environment where individual contributions have a significant impact.

Founded: Founded in 2009, Keen Software House has a solid history in the gaming industry, establishing itself with the highly successful Space Engineers franchise and the game Planet Coaster.

Team Structure:

  • The UX Designer will report to the Production Director and be an integral part of the Game Design team, indicating close collaboration with core game mechanics and feature development.

  • The team is international, fostering a diverse and collaborative work environment.

  • Cross-functional collaboration is a cornerstone, with constant interaction between UX, Game Design, Art, Engineering, Production, and QA. Methodology:

  • Emphasis on "High Standards" and "A-player standards" suggests a commitment to quality, excellence, and high performance.

  • A player-first approach is central, but balanced with the need to preserve the depth and complexity of the game's systems, avoiding oversimplification.

  • The company values "hands-on, versatile design," encouraging team members to contribute across disciplines and take ownership.

  • Problem-solving is prioritized over mere screen production, focusing on understanding root causes.

  • Systems thinking is encouraged to grasp how individual elements contribute to the overall player experience.

  • Clear and direct communication is valued, along with evidence-based decision-making over personal opinion.

Company Website: https://www.keenswh.com/

πŸ“ Enhancement Note: The company culture is characterized by a strong emphasis on quality, player experience, and technical ambition, typical of successful independent game studios. The "High Standards" philosophy implies a demanding yet rewarding environment where skilled professionals can make a significant impact. The blend of on-site and remote options within Europe caters to a modern workforce while maintaining team cohesion.

πŸ“ˆ Career & Growth Analysis

Operations Career Level: This role is at a Senior level within UX Design, specifically targeting the game development sector. It requires not only expert-level UX skills but also the ability to influence design direction, mentor junior team members (implicitly), and contribute strategically to the franchise's user experience roadmap. The scope extends across two major titles, indicating a broad impact.

Reporting Structure: The Senior UX Designer reports to the Production Director and works within the Game Design team. This structure places the role at the intersection of creative design and project execution, ensuring UX considerations are integrated early and throughout the development process.

Operations Impact: The Senior UX Designer will have a direct and substantial impact on player engagement, retention, and overall satisfaction with the Space Engineers franchise. By making complex systems intuitive and enjoyable, they will enhance the core gameplay loop, contribute to the game's long-term success, and influence player perception of the brand. Their work directly supports the "emergent gameplay and player creativity" that defines the franchise.

Growth Opportunities:

  • Specialization & Leadership: Opportunity to become a recognized expert in Game UX for complex simulation/engineering titles, potentially leading UX initiatives for future projects or growing into a Lead UX Designer role.

  • Cross-Disciplinary Skill Development: The emphasis on contributing to UI/visual design or technical prototyping provides a clear path to broadening skill sets, making the professional more versatile and valuable in the game development industry.

  • Strategic Influence: As a senior member, the role offers the chance to shape UX best practices, influence design systems, and contribute to the strategic direction of the Space Engineers franchise's user experience.

  • Broader Game Development Exposure: Working closely with diverse disciplines (Art, Engineering, Game Design) provides invaluable insight into the entire game development pipeline.

πŸ“ Enhancement Note: The "Operations Impact" section is tailored to reflect how UX design in gaming directly influences business objectives like player retention and satisfaction, which are key operational metrics. The growth opportunities are framed to appeal to ambitious design professionals looking to advance their careers within the specialized field of game development UX.

🌐 Work Environment

Office Type: The company offers a hybrid work model. Employees can choose to work from their modern offices located at OranΕΎerie, Prague, or work remotely within the CET +/- 2 hours time zone. This model balances the benefits of in-person collaboration with the flexibility of remote work.

Office Location(s): The primary office is located in Prague, Czech Republic, described as a pleasant environment with natural light and garden access. For remote employees, the primary requirement is proximity to European time zones (CET +/- 2 hours) to facilitate effective collaboration.

Workspace Context:

  • Office Environment: The Prague office is designed to support both focused work and collaboration, featuring quiet zones, good natural light, and an aesthetically pleasing setting. Amenities like a fully stocked kitchen with chef-prepared lunches and a gym contribute to a positive employee experience.

  • Remote Environment: For remote workers, the expectation is a dedicated workspace conducive to productivity and consistent participation in team activities and meetings, leveraging digital collaboration tools.

  • Technology & Tools: Employees will have access to industry-standard design software and potentially company-specific tools and engine access, supporting efficient workflow and integration.

Work Schedule: While a full-time commitment (around 40 hours/week) is expected, the hybrid and remote options offer flexibility in daily scheduling, especially for those working remotely within the specified time zones. This allows for better work-life integration while ensuring availability for critical team syncs and project milestones.

πŸ“ Enhancement Note: The "Workspace Context" is enhanced to consider both on-site and remote work scenarios, highlighting the company's commitment to providing a supportive environment regardless of location, within the stipulated time zone constraints.

πŸ“„ Application & Portfolio Review Process

Interview Process:

  • Initial Screening: A review of your application, focusing on your CV and portfolio to assess alignment with the required skills and experience.

  • Portfolio Presentation & Discussion: An in-depth session where you present selected case studies from your portfolio, explaining your UX process, design decisions, and impact. This will likely involve discussing challenges, solutions, and outcomes.

  • Technical/Design Interview: A discussion or practical exercise focused on your UX methodologies, problem-solving skills, understanding of game systems, and proficiency with design tools (e.g., Figma). This may include a design challenge or a review of your approach to specific UX problems.

  • Team/Culture Fit Interview: An opportunity to meet with potential team members (e.g., Production Director, Game Designers) to assess collaboration style, communication, and alignment with Keen Software House's values and culture.

  • Final Interview: Potentially a discussion with senior leadership to finalize the decision, focusing on strategic fit and overall contribution potential.

Portfolio Review Tips:

  • Curate Strategically: Select 2-3 of your strongest case studies that best represent your experience with complex systems, your UX process, and ideally, your ability to contribute to UI/visual design or technical aspects.

  • Show, Don't Just Tell: For each case study, clearly articulate the problem, your role, the constraints, your process (user flows, wireframes, prototypes), the solutions, and the outcomes/impact. Use visuals effectively.

  • Highlight Versatility: If you have UI/visual design or technical prototyping/implementation experience, make sure to showcase it clearly within your case studies or as separate examples.

  • Quantify Impact: Whenever possible, use data (player feedback, analytics, testing results) to demonstrate the effectiveness of your designs and the ROI of your contributions.

  • Tailor to the Role: Emphasize projects that are relevant to sandbox/simulation/systems-heavy games and highlight your ability to balance depth with usability.

Challenge Preparation:

  • Understand the Game: Familiarize yourself deeply with Space Engineers and Space Engineers 2. Play the games, understand their core mechanics, and identify potential UX pain points.

  • Prepare for Systems Design: Be ready to discuss how you would approach designing or improving complex systems (e.g., inventory management, building interfaces, control schemes) for a game like Space Engineers.

  • Practice Articulation: Rehearse explaining your design process, decisions, and rationale clearly and concisely, especially for complex problems. Be prepared to justify your choices with evidence and player-centric reasoning.

  • Consider Trade-offs: Think about how you would balance player needs, game depth, technical limitations, and production schedules.

πŸ“ Enhancement Note: This section is tailored to provide actionable advice for operations professionals applying for this specific role. It emphasizes the importance of a portfolio that demonstrates practical application and the ability to handle complex systems, which is crucial for game UX roles. The preparation tips are designed to give candidates a competitive edge by aligning their understanding with the company's likely evaluation criteria.

πŸ›  Tools & Technology Stack

Primary Tools:

  • Figma: Explicitly mentioned as the preferred tool for wireframing and prototyping, indicating a need for high proficiency.

  • Prototyping Tools: Experience with equivalent tools beyond Figma is valuable.

  • Game Engines (e.g., Unity, Unreal Engine, Proprietary): While not strictly required for all UX roles, experience in implementing or integrating UI directly within a game engine is a significant advantage, suggesting the company uses proprietary technology or is open to candidates with engine experience.

  • Design Systems Tools: Experience in creating and managing design systems and component libraries.

Analytics & Reporting:

  • Analytics Platforms: Experience using game analytics, telemetry, or player data to inform design decisions.

  • User Research Tools: Familiarity with tools and methodologies for usability testing, playtesting, and gathering player feedback.

CRM & Automation:

  • Project Management Software (e.g., Jira, Confluence): Likely used for tracking tasks, documentation, and team collaboration.

  • Version Control Systems (e.g., Git): Potentially relevant if technical UI implementation or asset versioning is involved.

πŸ“ Enhancement Note: The "Tools & Technology Stack" is focused on the essential software and systems relevant to a Senior UX Designer in game development. Figma is highlighted as a primary tool, and the inclusion of game engines and analytics platforms reflects the specific needs of this industry and role.

πŸ‘₯ Team Culture & Values

Operations Values:

  • Player-First Thinking without Oversimplification: A core value is to deeply understand and serve the player, but critically, to do so without compromising the intricate depth and emergent gameplay that defines the Space Engineers experience. This requires a nuanced approach to usability.

  • Hands-on, Versatile Design: The company values individuals who are comfortable getting their hands dirty, contributing beyond theoretical UX work. This means being willing to tackle UI/visual design, technical prototyping, or other adjacent tasks to bring solutions to life.

  • Problem Solving Over Screen Production: The emphasis is on addressing the root cause of player issues rather than just creating aesthetically pleasing interfaces. Understanding the "why" behind a problem is paramount.

  • Systems Thinking: A strong value is placed on understanding how individual game mechanics and UI elements connect within the larger ecosystem of the game, ensuring holistic and integrated player experiences.

  • Strong Judgment and Prioritization: The ability to assess the impact of UX issues, understand trade-offs, and focus efforts on areas that will yield the greatest benefit for players and the game is highly valued.

  • Clarity Over Cleverness: Prioritizing solutions that are intuitive and easily understood by players, avoiding unnecessary complexity or "clever" designs that might alienate users.

  • Iteration Over Attachment: Embracing a dynamic design process where quick exploration, testing assumptions, and adapting based on feedback are key. Designers are encouraged not to become overly attached to initial ideas.

  • Ownership and Proactivity: Team members are expected to take initiative, identify areas for improvement, and drive solutions forward without always waiting for explicit direction.

  • Evidence Over Opinion: Design decisions should be grounded in data, player behavior, usability principles, and logical reasoning, rather than personal preference or subjective opinions.

  • Clear and Direct Communication: Valuing open, honest, and constructive communication to articulate problems, justify decisions, and challenge ideas respectfully.

Collaboration Style:

  • Cross-functional Integration: The role requires seamless collaboration with Game Design, Art, Engineering, Production, and QA. This means actively participating in team discussions, understanding different perspectives, and integrating feedback from all disciplines.

  • Process Review and Feedback: A culture that encourages open feedback on designs and processes, facilitating continuous improvement. Designers are expected to both give and receive constructive criticism.

  • Knowledge Sharing: Encouraging the sharing of best practices, learnings from user research, and insights into effective UX strategies within the team and across the wider development studio.

πŸ“ Enhancement Note: This section details the company's core values and collaboration style, specifically framed through the lens of operations and design principles relevant to the role. It highlights how these values translate into daily work and decision-making for a Senior UX Designer.

⚑ Challenges & Growth Opportunities

Challenges:

  • Balancing Depth and Usability: The primary challenge is making highly complex, systems-heavy gameplay (engineering, construction, physics) intuitive and accessible to a broad player base without sacrificing the depth that defines the Space Engineers experience.

  • Managing UX Across Two Titles: Overseeing UX for both an established live game (Space Engineers 1) and a new iteration (Space Engineers 2) requires balancing the needs of existing players with the introduction of new features and design paradigms.

  • Technical and Production Constraints: Integrating sophisticated UX solutions within the limitations of proprietary game engine technology and production schedules requires adaptability and pragmatic problem-solving.

  • Establishing and Evolving Design Systems: Ensuring consistency in UX/UI across a franchise while allowing for innovation and adaptation to new features can be an ongoing challenge.

  • Leveraging Data Effectively: Translating complex game telemetry and player feedback into actionable design insights requires strong analytical skills and clear communication.

Learning & Development Opportunities:

  • Advanced Game UX Specialization: Deepen expertise in designing for complex simulation and engineering games, becoming a go-to authority in this niche.

  • Cross-Disciplinary Skill Enhancement: The opportunity to actively develop UI/visual design or technical UI prototyping skills, broadening career versatility.

  • Strategic Design Leadership: Influence the long-term UX vision for a major game franchise, contributing to strategic planning and design system evolution.

  • Mentorship and Influence: As a senior member, there's potential to mentor junior designers and influence the overall UX culture and practices within the studio.

  • Exposure to Proprietary Technology: Gain experience working with Keen Software House's proprietary engine, offering unique technical insights.

πŸ“ Enhancement Note: This section addresses potential challenges specific to the role and industry, framing them as opportunities for growth. It aims to provide a realistic outlook for candidates and highlight the developmental benefits of the position.

πŸ’‘ Interview Preparation

Strategy Questions:

  • "Describe a time you had to design an intuitive user experience for a highly complex system. What was your process, and what was the outcome?" (Focus on problem definition, user flows, iteration, and impact.)

  • "How would you approach improving the onboarding experience for new players in a game like Space Engineers, balancing core mechanics with ease of learning?" (Demonstrate understanding of player progression, tutorials, and information architecture.)

  • "Imagine we need to redesign the inventory system for Space Engineers 2. Walk us through your process, considering player needs, technical constraints, and potential UI challenges." (Showcase systems thinking, wireframing/prototyping skills, and ability to handle complexity.)

  • "How do you ensure your UX designs are accessible to players with disabilities, especially within the context of a complex game?" (Highlight knowledge of accessibility principles and practical application.) Company & Culture Questions:

  • "What excites you about the Space Engineers franchise, and what do you see as its biggest UX challenges?" (Show passion for the game and analytical thinking.)

  • "How do you balance player-first thinking with the need to preserve game depth and technical feasibility?" (Address the core tension of the role.)

  • "Describe your experience working in a hybrid or remote team environment. How do you ensure effective collaboration and communication?" (Assess remote work readiness and collaboration style.)

  • "How do you uphold 'A-player standards' in your work?" (Understand their commitment to quality and performance.) Portfolio Presentation Strategy:

  • Structure Your Narrative: For each case study, clearly articulate the problem, your specific role and contributions, the constraints, your design process (show wireframes, user flows, prototypes), the final solution, and crucially, the measurable outcomes or impact.

  • Highlight Versatility: If you have UI/visual design or technical UI prototyping experience, make sure to explicitly call this out and showcase relevant examples. For instance, show how you translated a wireframe into a polished UI mockup or a functional prototype.

  • Focus on Systems: Given the nature of the game, emphasize case studies that demonstrate your ability to design for complex, interconnected systems.

  • Be Ready for Deep Dives: Expect detailed questions about your design decisions, the rationale behind them, and how you handled challenges or feedback. Be prepared to discuss trade-offs.

  • Showcase Your Process: Demonstrate how you use tools like Figma, how you conduct user research, and how you iterate based on feedback.

πŸ“ Enhancement Note: This section provides specific, actionable advice for interview preparation, tailored to the Senior UX Designer role at Keen Software House. It includes sample strategy questions, company-specific inquiries, and detailed portfolio presentation tips designed to help candidates effectively showcase their skills and cultural fit.

πŸ“Œ Application Steps

To apply for this operations position:

  • Submit your application through the provided link on Greenhouse. Ensure your CV and portfolio are attached.

  • Tailor your CV and portfolio: Emphasize your experience with complex systems, game UX, and your hands-on capabilities (UI/visual design or technical prototyping). Quantify your achievements wherever possible.

  • Prepare a concise portfolio presentation: Select 2-3 key projects that best showcase your process, problem-solving skills, and ability to balance game depth with usability. Be ready to present these in detail.

  • Research Keen Software House and Space Engineers: Understand the company's culture, values ("High Standards," "A-player standards"), and the specific gameplay of Space Engineers and Space Engineers 2. Identify potential UX improvements.

  • Practice articulating your process and rationale: Be ready to discuss your design decisions, how you handle trade-offs, and how you incorporate player feedback and technical constraints during interviews.

⚠️ 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

Requires 5+ years of professional UX design experience in the video game industry with a strong portfolio demonstrating problem definition and prototyping skills. Candidates must possess a hands-on approach, proficiency in tools like Figma, and the ability to balance complex game mechanics with intuitive usability.