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Game District logo

Senior Game Producer

Game District
Posted 2 weeks ago
🇵🇰Pakistan🏠Remote📁Other
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We are hiring a highly experienced Producer + Game Designer for a remote position. The ideal candidate will help raise our production and design standards by improving systems, coaching the team, and leading high-impact product and game design initiatives that drive measurable business and player KPIs. This is a product-focused role centered on improving retention, monetization, and player experience by turning ambiguity into clear, build-ready specifications, structured execution plans, and measurable improvements. The role is fully remote and requires at least 4–5 hours of daily overlap with Pakistan Standard Time (GMT+5) . This role is ideal for someone who: Brings structure to production without slowing teams down Is hands-on with systems design (not only management) Mentors teams and upgrades how they think and document Uses data to prioritize and validate decisions Core Responsibilities 1) Production Leadership (Systems + Delivery) Audit current production/design workflow and identify bottlenecks + root causes. Improve and enforce a clean operating cadence: - sprint planning, scope control, dependency management, release discipline - clear definitions of “ready” and “done” Lead cross-discipline alignment (design, dev, art, QA, data/UA). Turn ambiguity into clear decisions and build-ready specs. Coach producers/designers to run higher-quality executions independently. 2) Lead Systems Design (Hands-on) Lead design of major systems and features: - core loop improvements, progression, economy, monetization, LiveOps Write high-quality design specs that are: - clear, buildable, measurable, testable - include edge cases, tuning plans, and KPI targets Improve player experience end-to-end: - FTUE, early retention, session flow, mid/late-game goals Drive iteration through structured playtests and fast feedback loops. 3) Team Coaching + Design Culture Train and mentor internal producers/designers: - weekly reviews, workshops, templates, critique culture Raise the quality of documentation and decision-making (systems-first, player-first, data-informed). Establish and maintain a clear “design quality bar” across the studio. 4) Data-Informed Design (Partnering with Data/UA) Define experiment plans (A/B tests) for key hypotheses. Use dashboards/telemetry to identify issues and opportunities. Convert insights into backlog priorities and measurable design actions. 5) Stakeholder Communication & Clarity Keep leadership updated with clear status, risks, and next steps. Write concise summaries and decision notes that reduce confusion and rework. Ensure teams have clarity on “what success looks like” for each initiative. Key Deliverables (Expected Outputs) A clean production cadence that the team can follow consistently (planning → execution → review → release). Standardized documentation/templates (feature spec, economy/progression sheet, tuning plan, experiment plan). Build-ready specs for major systems/features with measurable success criteria. Regular product/design reviews with clear decisions, action items, and ownership. A simple, recurring “product health + priorities” summary for leadership (e.g., weekly/bi-weekly). Decision Rights & Interfaces Production rituals for design/production (cadence, templates, review standards). Quality bar for design documentation and build-ready specs. Playtest cadence and iteration process for design improvements. You co-own (with Studio Lead + Game Leads): Prioritization of major product initiatives and roadmap trade-offs. Scope decisions for high-impact features and releases. You influence/support: UA and monetization improvements via product changes, experiments, and insight-driven recommendations. Requirements (Must Have) 5–10+ years in mobile F2P production and/or game design (hybrid sim/tycoon is a big plus). Shipped multiple live products or major updates (not just prototypes). Strong systems design fundamentals: progression, economy, rewards, monetization, LiveOps Strong production fundamentals: scope control, planning, cross-team coordination, risk management Excellent written communication: You can create specs that engineers/artists can build without guessing Comfortable leading remotely and influencing without authority. Very strong English (written + spoken). Nice-to-Haves Hybrid simulation/management game expertise. Experience working with teams across multiple time zones. Familiarity with Unity pipelines and constraints (no coding required). Experience building production/design systems from scratch (cadences, templates, rituals). Tools We Use Coda (documentation hub) Miro (flows, maps, UX collaboration) Asana (tasks + planning) Slack (daily communication) Working Model Remote High ownership role — we care about outcomes, not meetings. Must be available for key overlap hours with GMT+5 for reviews and alignment.

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