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We're looking for a Game Systems Designer to join a Clash feature team focused on zero-to-one: new systems, progression loops, and player experiences built from a blank page rather than iterations on what's already live. You'll take open-ended questions; 'How do we make a player's first hour unmissable? How do we make progression feel rewarding rather than like a wall?' and turn them into concrete, shippable design. The unusual part of this brief is the dual audience. You need real conviction about what works for Clash's current players, while exploring how Clash becomes relevant and attractive to audiences who've never played it. Holding both at once, without breaking faith with either, is the heart of the job. This is a role in equal parts quantitative and creative. The best ideas here are imaginative and survive contact with data. You should be as comfortable sketching a bold new system as you are reading a retention curve, designing an A/B test, and reading what it tells you.
Job Responsibility
Design new systems and player journeys end-to-end, from a blank page through concept, design, live release, and iteration. This could include progression systems, onboarding experiences, re-engagement flows, rewards, and other core parts of the player experience
Tackle the hard player journeys: new-user onboarding, re-engagement flows for lapsed players, funnel optimization, and progression systems that feel genuinely rewarding to advance through
Hold both audiences at once, design that serves Clash's existing players while opening doors for players who've never touched the game
Balance creativity with data, form a hypothesis, design the experiment, run the A/B test, and let live performance, player feedback, and community insight tell you what to do next
Own the player-first vision for your work, synthesizing community, creator, analytics, and team signals into experiences that fit the whole game rather than bolt onto it
Drive execution with autonomy, push your work forward with minimal hand-holding, and bring the team with you
Requirements
Strong systems design experience, ideally on a live game. You've worked on progression systems, player motivation loops, rewards, economies, onboarding, retention, or other systems that shape how players engage with a game over time
A genuine player-first mindset, you start from player motivation and value, not from the mechanic
Comfort with analytics and A/B testing, you can read the data, design the test, and act on the result without waiting to be handed a readout
Demonstrated ability to take ambiguous, open-ended problems and turn them into concrete design proposals
Excellent communication and collaboration, you can bring an idea to life with a cross-functional team, give and take direct feedback, and explain your trade-offs clearly
A proactive sense of ownership, an eye for detail, and the humility to kill your own good idea when the data or the player says so
Passion for games and a real appreciation for mobile
Nice to have
Background in progression systems, game economies, and long-term player motivation
Experience designing new-user flows, re-engagement flows, funnel optimization, or progression revamps and making progression feel rewarding, not just longer
You love Clash of Clans, or are excited to fall in love with it