Senior UX Designer - Star Trek Fleet Command

Scopely
Full-timeUnited Kingdom

📍 Job Overview

Job Title: Senior UX Designer - Star Trek Fleet Command

Company: Scopely

Location: United Kingdom

Job Type: Full-time

Category: User Experience (UX) Design / Game Operations

Date Posted: 2026-09-03

Experience Level: 5-10 years

Remote Status: Remote OK

🚀 Role Summary

  • Spearhead UX design strategy for new features and player experiences within the highly successful Star Trek Fleet Command mobile game.

  • Translate complex ideas into intuitive, user-centered designs, focusing on player immersion and engagement in a 4X Strategy MMO environment.

  • Drive the end-to-end UX design process, from concept ideation and wireframing to interactive prototyping and final implementation support.

  • Collaborate closely with cross-functional teams including product managers, game designers, artists, and engineers to ensure seamless integration of UX principles throughout the development pipeline.

  • Leverage player data, feedback, and critical analysis to iteratively refine designs and enhance the overall player journey, contributing to the long-term success of a live-service game.

📝 Enhancement Note: While the role is Senior UX Designer, the context of "Star Trek Fleet Command" and "Live Games Portfolio division" strongly suggests a focus on ongoing player experience optimization and feature development within a live-service game. This implies a need for strong analytical skills, understanding of game loops, and iterative design processes, aligning it with aspects of GTM and operational excellence in game product management.

📈 Primary Responsibilities

  • Own and deliver comprehensive UX designs for new features and player experiences within Star Trek Fleet Command, from initial concept through to implementation.

  • Develop a deep understanding of the game's mechanics, player motivations, and competitive landscape to ground design decisions in player-centric insights.

  • Create and present a range of design deliverables, including sketches, user flows, wireframes, and interactive prototypes, to effectively communicate design intent and rationale.

  • Conduct thorough competitive analysis and reference research, deconstructing existing designs to identify best practices, inspiration, and potential pitfalls.

  • Proactively identify design weaknesses, gaps in player understanding, and opportunities for enhancement to ensure design solutions effectively meet product and player goals.

  • Foster strong, collaborative relationships with product teams, game designers, artists, and engineers, ensuring alignment and effective communication throughout the development lifecycle.

  • Utilize player feedback, gameplay data, and analytics to inform design iterations and drive continuous improvement in user experience.

  • Uphold and evolve the game's design principles and patterns to ensure consistency and maintain a high standard of UX quality across all features.

  • Contribute to the strategic vision for UX within the Star Trek Fleet Command live games portfolio.

📝 Enhancement Note: The responsibilities highlight a need for proactive problem-solving and strategic thinking, common in operations roles focused on continuous improvement and product lifecycle management. The emphasis on "player-centered design" and "data-driven insights" points towards a GTM-adjacent function, ensuring the product resonates with its target audience and achieves commercial success through user satisfaction.

🎓 Skills & Qualifications

Education: While no specific degree is mandated, a Bachelor's or Master's degree in Human-Computer Interaction (HCI), Design, Psychology, Computer Science, or a related field is often preferred for senior-level UX roles. Equivalent practical experience will also be strongly considered.

Experience: Minimum of 5-10 years of professional experience specializing in User Experience (UX) design, with a significant portion dedicated to game development, particularly mobile or live-service games. A demonstrable track record of successfully delivering features or initiatives from concept to launch is essential.

Required Skills:

  • Extensive experience in game UX development, with a proven track record of delivering features from concept to implementation.

  • Strong proficiency in creating various design deliverables: sketches, low-to-medium fidelity wireframes, user flows, and interactive UX prototypes.

  • Demonstrated ability to navigate ambiguity, identify blockers, and take initiative to drive projects forward independently.

  • Solutions-oriented mindset with a track record of thoughtful, creative problem-solving.

  • Deep understanding of game development norms, pipelines, and the ability to design within technical constraints and implementation realities.

  • Excellent communication, presentation, and interpersonal skills for effective cross-functional collaboration.

  • A strong portfolio showcasing a range of UX design projects, ideally within the gaming sector.

  • Ability to build deep knowledge of a game's systems and player perspectives to inform design decisions. Preferred Skills:

  • Experience with 4X Strategy or MMO game genres.

  • Familiarity with data analysis and its application in informing UX design decisions.

  • Experience working in a live-service game environment with a focus on player retention and engagement.

  • Understanding of A/B testing methodologies for UX optimization.

  • Proficiency with industry-standard design and prototyping tools (e.g., Figma, Sketch, Adobe XD, Axure).

  • Knowledge of player research methodologies and their integration into the design process.

📝 Enhancement Note: The "5-10 years" experience level, coupled with the requirement for owning features from concept to implementation and navigating ambiguity, suggests a role that requires significant autonomy and strategic input, typical of senior operational or product-focused design positions. The emphasis on understanding "game development norms and pipelines" and "technical constraints" points to a practical, results-driven approach akin to operations management.

📊 Process & Systems Portfolio Requirements

Portfolio Essentials:

  • A comprehensive portfolio demonstrating end-to-end UX design ownership for at least 2-3 significant features or initiatives within games.

  • Case studies that clearly articulate the problem, your design process, the solutions developed, and the measurable impact on player experience or game metrics.

  • Examples of various UX deliverables, including detailed user flows, wireframes, interactive prototypes, and final UI mockups.

  • Evidence of how player data, feedback, and analytics were incorporated into the design process to drive iterative improvements.

  • Demonstrations of how you collaborated with game designers, artists, and engineers, showcasing your ability to translate technical and artistic requirements into functional UX. Process Documentation:

  • Showcase examples of documented UX processes, such as user journey mapping, persona development, or usability testing protocols.

  • Illustrate your approach to managing design feedback from stakeholders and incorporating it into iterative design cycles.

  • Provide evidence of your ability to adhere to and contribute to established design systems and pattern libraries for consistency in live-service games.

  • Detail your methods for communicating design rationale and decisions to cross-functional teams, ensuring buy-in and alignment.

📝 Enhancement Note: For a Senior UX Designer role, especially in live games, the portfolio is critical. It needs to go beyond aesthetics and demonstrate a deep understanding of the process of design, how it integrates with game development pipelines, and how it yields measurable results, aligning with operational efficiency and product success metrics.

💵 Compensation & Benefits

Salary Range: For a Senior UX Designer with 5-10 years of experience in the United Kingdom, the estimated annual salary range is typically between £60,000 and £90,000. This range can vary based on specific skills, the candidate's portfolio, and the precise location within the UK.

Benefits:

  • Competitive base salary and potential for performance-based bonuses.

  • Comprehensive health insurance, including medical, dental, and vision coverage.

  • Generous paid time off (PTO), including vacation, sick leave, and public holidays.

  • Retirement savings plan (e.g., pension scheme) with company matching contributions.

  • Opportunities for professional development, including training, conferences, and access to learning resources.

  • Remote work flexibility, allowing for a better work-life balance.

  • Employee assistance programs and wellness initiatives.

  • Potential for stock options or equity in a successful gaming company.

Working Hours: The standard working hours are 40 hours per week, aligning with typical full-time employment. However, the remote nature of the role and the focus on iterative development in live games may offer some flexibility in scheduling, provided core collaboration hours and project deadlines are met.

📝 Enhancement Note: Salary estimation is based on industry benchmarks for Senior UX Designers in the UK tech/gaming sector, considering the specified experience level and remote work allowance. Benefits are standard for a company of Scopely's size and industry, with an emphasis on aspects attractive to remote professionals and those in creative/technical roles.

🎯 Team & Company Context

🏢 Company Culture

Industry: Mobile Games Development & Publishing. Scopely operates within the highly competitive and dynamic global mobile gaming market, focusing on live-service games with long-term player engagement.

Company Size: Scopely is a large, global company, employing thousands of people worldwide. This size indicates established processes, significant resources, and opportunities for cross-functional collaboration across diverse teams and projects.

Founded: Scopely was founded in 2011. Its history reflects a growth trajectory from a startup to a major player, characterized by innovation, strategic acquisitions, and a focus on building enduring game franchises.

Team Structure:

  • The UX Designer will be part of the Star Trek Fleet Command (STFC) team, which operates within Scopely's Live Games Portfolio division. This division likely comprises dedicated product managers, game designers, artists, engineers, data analysts, and marketing specialists focused on specific successful titles.

  • The UX team itself may consist of multiple designers, potentially with specializations (e.g., systems UX, UI design, player onboarding), reporting to a UX Lead or Director.

  • Close collaboration with game designers and product managers is essential, forming a core product development triad. Methodology:

  • Data-Driven Design: Emphasizing the use of player analytics, A/B testing results, and player feedback to inform and validate design decisions.

  • Agile Development: Likely employing agile methodologies for iterative development, allowing for flexibility and rapid response to player needs and market trends.

  • Player-Centricity: A core philosophy that prioritizes understanding and meeting player needs and expectations to foster long-term engagement and satisfaction.

  • Cross-Functional Collaboration: A strong emphasis on teamwork and open communication between design, product, engineering, and art departments.

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

📝 Enhancement Note: Scopely's description as a "global interactive entertainment company" and its focus on "live-service games" implies an operational environment that is fast-paced, data-informed, and focused on continuous improvement and player retention. The "tenet-driven culture" suggests a structured approach to values and decision-making, which is crucial for maintaining consistency in a large organization.

📈 Career & Growth Analysis

Operations Career Level: This is a Senior-level UX Design role, implying a significant level of autonomy, ownership, and the expectation to mentor junior designers. The role is critical in shaping the player experience of a major live-service game, directly impacting its commercial success and player community. It sits at the intersection of creative design and product operations, requiring strategic thinking about how design contributes to business objectives.

Reporting Structure: The Senior UX Designer will likely report to a UX Lead or Director within the Star Trek Fleet Command product team. They will work closely with Product Managers and Game Designers, forming a key part of the game's core development and live operations team.

Operations Impact: The design decisions made by this role have a direct and measurable impact on player engagement, retention, monetization, and overall player satisfaction. By optimizing the user experience, the Senior UX Designer contributes directly to the game's ongoing revenue generation and long-term sustainability as a live-service product.

Growth Opportunities:

  • Leadership Development: Opportunity to mentor junior UX designers, lead design initiatives for major features, and contribute to the evolution of UX best practices within Scopely.

  • Specialization: Deepen expertise in specific areas of game UX, such as systems design, player onboarding, meta-game mechanics, or live-ops features.

  • Cross-Project Exposure: Potential to contribute to other titles within Scopely's portfolio or transition into roles with broader product strategy responsibilities.

  • Industry Influence: Contribute to the gaming industry through innovative design solutions and potentially speaking at conferences or publishing insights.

📝 Enhancement Note: The "Senior" title and the focus on a "live-service game" indicate a role with substantial operational responsibility. The growth opportunities are framed to appeal to ambitious professionals seeking to advance their careers within the gaming industry, moving beyond pure design into strategic product and operational leadership.

🌐 Work Environment

Office Type: While the role is remote, Scopely maintains a global presence with offices. The remote work environment is supported by digital collaboration tools and a culture that values asynchronous communication alongside scheduled virtual meetings.

Office Location(s): The position is based in the UK, with remote work being supported within the UK, and potentially other specified European regions (Ireland, Spain mentioned in AI data). This allows for flexibility in living arrangements while ensuring compliance with local employment laws.

Workspace Context:

  • Digital Collaboration: Expect to work extensively with digital tools for communication (e.g., Slack, Teams), project management (e.g., Jira, Asana), and design collaboration (e.g., Figma, Miro).

  • Asynchronous Communication: The remote setup emphasizes clear documentation and asynchronous communication to accommodate different time zones and working styles.

  • Team Interaction: Regular virtual meetings, design critiques, and team sync-ups will be crucial for maintaining connection and ensuring alignment with the broader game development team.

  • Tools and Technology: Access to industry-standard design software, prototyping tools, and collaboration platforms is expected.

Work Schedule: The role is full-time, 40 hours per week. While remote, there's an expectation to be available during core business hours for critical meetings and collaborative sessions, particularly with the UK-based team. Flexibility may be offered, but consistent contribution and responsiveness are key.

📝 Enhancement Note: The remote aspect is a key feature, and the description emphasizes the digital infrastructure and collaborative practices necessary to make it successful, mirroring operational strategies for distributed teams.

📄 Application & Portfolio Review Process

Interview Process:

  • Initial Screening: A recruiter will review your application and CV, focusing on relevant experience and portfolio alignment.

  • Portfolio Review & Initial Interview: You will likely present your portfolio to a hiring manager (e.g., UX Lead or Director) and potentially a Product Manager. Be prepared to walk through 2-3 key case studies, explaining your process, decision-making, and the impact of your work.

  • Design Challenge/Exercise: A practical exercise or case study may be assigned, requiring you to analyze a game feature, propose UX improvements, or design a solution for a specific player problem. This might be done remotely under timed conditions.

  • Team Interviews: Interviews with other key stakeholders, such as game designers, artists, or engineers, to assess collaboration style, technical understanding, and cultural fit.

  • Final Interview: Potentially a final conversation with a senior leader to discuss your strategic thinking and overall fit with Scopely's vision.

Portfolio Review Tips:

  • Storytelling: Structure your case studies as narratives. Clearly define the problem, your role, your process, the challenges encountered, your solutions, and the outcomes (quantified where possible).

  • Process Over Polish: While polished visuals are good, emphasize your thought process, decision-making rationale, and how you used data and research.

  • Relevance: Prioritize projects most relevant to Star Trek Fleet Command's genre (4X Strategy, MMO, mobile) and Scopely's live-service model.

  • Impact: Quantify the impact of your designs whenever possible (e.g., improved retention, increased engagement metrics, reduced friction in a player flow).

  • Clarity and Conciseness: Be prepared to present your portfolio efficiently, highlighting the most critical aspects within the allotted time.

Challenge Preparation:

  • Game Analysis: Study Star Trek Fleet Command and similar games. Understand their core loops, monetization strategies, and common UX pain points.

  • Problem Solving Framework: Be ready to articulate your approach to solving UX problems, starting with understanding the player and business goals.

  • Design Tools: Ensure you are proficient with the tools likely used for the challenge (e.g., Figma, Miro).

  • Communication: Practice articulating your design rationale clearly and concisely, as if presenting to a cross-functional team.

📝 Enhancement Note: The emphasis on portfolio presentation, design challenges, and cross-functional interviews is standard for senior design roles but is framed here with a specific lens on game operations and product success, highlighting how UX contributes to the "live" aspect of the game.

🛠 Tools & Technology Stack

Primary Tools:

  • Design & Prototyping: Figma (highly probable), Sketch, Adobe XD, Axure RP, InVision. Proficiency in at least one leading tool is essential.

  • Wireframing & Flow Tools: Balsamiq, Miro, Lucidchart, or integrated features within Figma/Sketch.

  • Collaboration & Project Management: Slack, Microsoft Teams, Jira, Asana, Confluence. Essential for communication and workflow management within agile teams.

Analytics & Reporting:

  • Game Analytics Platforms: Familiarity with tools like Firebase, GameAnalytics, Amplitude, or proprietary in-house analytics systems used for tracking player behavior, engagement, and retention.

  • Data Visualization: Tools like Tableau or Power BI may be used, or insights derived from analytics platforms' dashboards.

CRM & Automation:

  • While not a direct CRM role, understanding how player data is managed and potentially used for targeted communications or events within the game is beneficial. Familiarity with marketing automation concepts as they apply to player engagement within a game context.

  • Version Control: Familiarity with version control systems (e.g., Git) for design asset management or integration with development workflows may be a plus.

📝 Enhancement Note: The technology stack for a Senior UX Designer in game development is heavily tool-centric. The emphasis is on design software, collaboration platforms, and understanding how game analytics feed into the design process, which is a crucial operational aspect for live-service games.

👥 Team Culture & Values

Operations Values:

  • Player-First: A fundamental value that prioritizes understanding and serving the player's needs and desires in all design decisions. This drives engagement and long-term loyalty.

  • Data-Informed: Decisions are backed by player data, analytics, and user research, ensuring that design choices are strategic and have a measurable impact.

  • Collaboration: A strong emphasis on teamwork, open communication, and mutual respect across all disciplines (design, product, engineering, art, marketing).

  • Continuous Improvement: A commitment to iterative design, learning from feedback, and constantly seeking ways to enhance the player experience and game performance.

  • Passion for Games: A genuine enthusiasm for playing and making games, which fuels creativity, empathy for players, and a drive to create exceptional experiences.

Collaboration Style:

  • Cross-Functional Integration: Designers work embedded within product teams, fostering close partnerships with Product Managers, Game Designers, and Engineers from concept to launch and beyond.

  • Open Feedback Culture: Encourages constructive criticism and active participation in design reviews to elevate the quality of work.

  • Knowledge Sharing: Practices like internal presentations, design critiques, and mentorship sessions to disseminate best practices and foster collective growth.

  • Agile and Iterative: Embraces flexibility and adaptability, working in sprints and cycles to respond to evolving player needs and market dynamics.

📝 Enhancement Note: Scopely's "tenet-driven culture" suggests a structured approach to values. The operational aspect here is how these values translate into daily work practices, team dynamics, and decision-making processes, particularly in a creative and collaborative field like game design.

⚡ Challenges & Growth Opportunities

Challenges:

  • Balancing Player Needs with Business Goals: Navigating the inherent tension between creating the best possible player experience and meeting commercial objectives (e.g., monetization, retention targets) within a live-service game.

  • Designing for a Large, Evolving Player Base: Catering to a diverse range of player skill levels, preferences, and motivations within a single game, while also adapting to new player segments.

  • Technical Constraints and Iteration Cycles: Working within the limitations of mobile platforms and game engine technology, while also managing the demands of rapid iteration and frequent updates in a live-service environment.

  • Maintaining Design Consistency: Ensuring a cohesive and intuitive user experience across a constantly expanding feature set and evolving game mechanics.

Learning & Development Opportunities:

  • Advanced UX Methodologies: Deepen expertise in areas like player psychology, behavioral economics, and advanced user research techniques specific to gaming.

  • Live Operations Strategy: Gain insights into the operational aspects of managing and growing a successful live-service game, including live events, community management, and player support strategies.

  • Leadership and Mentorship: Develop leadership skills through mentoring junior designers and potentially leading UX efforts for significant new game features or initiatives.

  • Industry Trends: Stay abreast of emerging trends in mobile gaming, UX design, and player engagement strategies through conferences, workshops, and continuous learning.

📝 Enhancement Note: The challenges are framed around the operational realities of live-service game development, requiring strategic thinking and adaptability, which are key attributes for operations professionals. The growth opportunities are geared towards advancing within the gaming industry's operational and creative leadership tracks.

💡 Interview Preparation

Strategy Questions:

  • "Describe a time you had to balance conflicting player needs or feedback with business objectives. How did you approach it, and what was the outcome?" (Focus on your problem-solving framework and ability to find compromises.)

  • "How would you approach designing a new feature for Star Trek Fleet Command, considering its existing player base and the 4X strategy genre?" (Demonstrate your understanding of the game, player archetypes, and design process.)

  • "Walk us through a challenging UX problem you solved. What was your process, and how did you measure the success of your solution?" (Prepare a detailed case study from your portfolio that highlights your analytical and problem-solving skills.) Company & Culture Questions:

  • "What interests you about Scopely and the Star Trek Fleet Command team specifically?" (Research Scopely's games, mission, and recent news. Show genuine enthusiasm for the product.)

  • "How do you approach collaboration with game designers, artists, and engineers?" (Highlight your experience with cross-functional teams and your communication style.)

  • "How do you stay updated on UX trends in the gaming industry?" (Showcase your commitment to continuous learning and industry awareness.) Portfolio Presentation Strategy:

  • Selectivity: Choose 2-3 of your strongest, most relevant projects. For a live-service game like STFC, prioritize projects that show iteration, data-driven design, or feature ownership from concept to launch.

  • Narrative Arc: For each project, tell a clear story: the problem, your role and process, the challenges, the solutions, and the measured impact.

  • Visuals: Use clear, annotated visuals (wireframes, user flows, prototypes, final screens) to support your story.

  • Data & Rationale: Be ready to discuss the data that informed your decisions and the rationale behind your design choices. Explain why you made certain decisions.

  • Conciseness: Practice your presentation to fit within the allotted time, ensuring you hit the key points without rushing.

📝 Enhancement Note: Interview preparation for this role requires blending creative design skills with an understanding of product strategy and operational execution, particularly in the context of live-service games. The questions are designed to assess both technical proficiency and strategic thinking.

📌 Application Steps

To apply for this Senior UX Designer position:

  • Submit your application through the provided Greenhouse link, ensuring your CV is in English as requested.

  • Curate Your Portfolio: Select 2-3 of your most impactful game UX projects. For each, prepare a concise case study focusing on the problem, your process, your solutions, and the measurable results. Emphasize projects demonstrating end-to-end ownership and iterative design within a live-service context.

  • Tailor Your Resume: Highlight experience and skills directly relevant to game UX design, mobile games, and live-service operations. Use keywords from the job description and quantify your achievements where possible (e.g., "Increased player retention by X% through redesign of onboarding flow").

  • Prepare for Presentation: Practice walking through your portfolio. Be ready to articulate your design rationale, discuss your collaboration methods, and explain how your work has impacted player experience and business goals. Consider how your work aligns with the 4X strategy genre.

  • Research Scopely & STFC: Familiarize yourself with Scopely's portfolio, company values, and the Star Trek Fleet Command game itself. Understand its core mechanics, target audience, and current market position to better articulate your fit and insights 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

Candidates must have extensive experience in game UX development with a proven track record of taking features from concept to implementation. A strong understanding of game development norms, technical constraints, and a solutions-oriented mindset are essential for this role.