What are you working on? The name of the project(s): Backpack Brawl At what stage of the project(s)? Live Genres: Action, Puzzle, Role-playing, Strategy Platforms: Mobile We’re a bunch of game-loving veterans who teamed up to build the kind of mobile games we actually want to play—free-to-play, full of strategy, endlessly replayable, and just plain fun. With years of experience behind us, we know what makes a game truly engaging and worth coming back to. Whether it’s a quick round squeezed in between meetings or a late-night deep dive that stretches into the early hours, we’re here to design games that tease your brain, tickle your funny bone, and keep your thumbs happily busy. We are looking forward to meeting you. Senior Game Designer May 26, 2026 Job Summary Required Experience Minimum of 5 years of experience in game development Location Aarhus, Denmark (remote friendly) Employment Type Full-time position We’re a team of ~16 building and operating Backpack Brawl, a mobile auto-battler with 3M downloads and 100K daily players. We launched 1.0 in late 2025 after 18 months in early access, and we’re now in the long, interesting part: keeping a live game healthy, sharp, and growing. We’re hiring a Senior Game Designer to join our design team. Today the design pod is three people: a lead (stepping into a broader helicopter role), a hero-focused designer, and a balance designer. You’d be the fourth — working day-to-day with the hero and balance designers in the trenches, while the lead pulls back into direction-setting and cross-team work. Team size and structure? 16 For which tasks (responsibilities)? Design and ship live content alongside the hero and balance designers. Heroes, items, systems, events. You won’t own a fixed sub-domain on day one — we want someone senior enough to flex across hero design, systems, and balance as the roadmap demands, and to find their own center of gravity over time. Drive roadmap and feature design. Take ownership of larger features end-to-end — from “here’s a problem or opportunity” through spec, build, ship, and post-launch iteration. This is where we most want senior judgement. Live-ops the numbers. Pull data from ByteBrew, GameAnalytics, and our internal sheets to understand what’s working: win rates, hero pick rates, retention curves, monetization funnels. Turn that into design decisions and communicate them clearly to the team. Own monetization design. Battle passes, IAP structure, pricing tiers, store layout. We want someone who treats monetization as a design problem, not a dark art — players should feel good about what they buy. Write the design docs and specs that engineers, artists, and producers can actually build from. What kind of professional are we looking for? 5 years designing live games, ideally mobile and ideally with a strong systems/economy/PvP component. Auto-battler, deckbuilder, roguelike, or competitive multiplayer experience is a big plus. Genuinely comfortable with numbers. You can open a spreadsheet of match data and have a useful opinion within an hour. SQL or Python for ad-hoc analysis is a bonus, not a requirement. Strong sense for monetization in F2P mobile — what’s healthy, what’s predatory, where the line is, and how to design around it. Track record of shipping and iterating on live content, not just designing pre-launch. Clear writer. Design docs, patch notes, internal proposals — you can make complex systems legible. Collaborative by default. You’ll be working closely with two other designers; we want someone who sharpens the people around them rather than territorializing. NICE TO HAVE Familiarity with Unity (you don’t need to code, but reading C# or poking around the editor helps a lot). Project management chops — owning features through to ship. Community-facing comfort. We don’t need a community manager, but designers here occasionally write patch notes or jump into Discord. You play auto-battlers and have opinions about them. Why do we enjoy working here? Full-time. Based in Denmark is our strong preference, but we’re open to fully remote for the right person (EU/EU-adjacent time zones). Small team, flat structure, short distance between idea and shipped change. You’d report into the design lead and work daily with the hero and balance designers. Competitive salary, with performance bonuses tied to company results. To apply: send us something that shows how you think — a design teardown, a balance proposal, a postmortem on a game you worked on, anything. We care more about that than a polished CV.