Systems Designer — professional studio workplace

About the role

Give the underlying rules of an adventure a coherent shape. Consider how materials, equipment, companions and preparation affect one another, and how a new layer can be introduced without overwhelming the player. Your work should explain why one option suits a particular journey and what a player gives up by choosing it. Partner with encounter designers, developers and user research to test those relationships. This role concentrates on progression and balance across a journey, with assumptions and trade-offs made visible.

What you will do

What you will bring

What to include in your portfolio

Present one system with a small balancing model, its assumptions and a comparison of two player paths. Describe a failure case you found and how your revision improved the experience. A compact, well-explained example is more useful than a large unexplained data dump.