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Design Director, World Systems

scopely · US - United States · Remote - California
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<p>Scopely is looking for a talented <strong>Design Director, World Systems</strong> to join our team on an exciting unannounced title built on a globally recognized IP in our Culver City hub, or remotely within the US.</p> <p>At Scopely, we care deeply about what we do and want to inspire play every day — whether in our work environments alongside our talented colleagues or through our deep connections with our communities of players. We are a global team of game lovers who are developing, publishing and innovating the mobile games industry, connecting millions of people around the world daily.</p> <p>As <strong>Design Director, World Systems</strong>, you will own the design of procedural world generation — the systems and craft that combine terrain, creatures, props, resources, buildings, encounters, and points of interest into a cohesive, playable world. You will be hands-on from day one, partner closely with Tools to build the frameworks and tuning levers the team needs, and grow your team over time to serve the needs of the project.</p> <p><strong>What you will do:</strong></p> <ul> <li>Own the player experience of generated worlds and raise it to a standard that feels authored, readable, and worth exploring.</li> <li>Define how diverse world elements (terrain, creatures, props, resources, buildings, encounters, POIs) compose into a cohesive whole rather than a pile of systems.</li> <li>Establish and enforce world-design standards for density, gameplay pacing, traversal distances, sightlines, landmarking, and encounter/POI placement.</li> <li>Partner with the Tools team to specify generation frameworks, authoring workflows, and the levers designers use to tune procedural output.</li> <li>Work end-to-end in an iterative process — from earliest world concepts and prototypes through directing designers in implementation and live iteration.</li> <li>Bring a strong level-design sensibility to procedural space: how far players walk, what they see, when the world breathes, and when it demands attention.</li> <li>Follow a design-thinking methodology to understand player needs, ideate, and propose solutions that meet both player and business goals.</li> <li>Understand our audience at a deep, empathetic level, and formulate world solutions that serve different player segments.</li> <li>Closely partner with Creative Director, UX Director, Director of Product, Technical Director, and Content / Adventure leadership so world systems land cleanly in the full player experience.</li> <li>Envision and direct world-generation designs that can sustain a large live-operated game, with scalable quality and a scalable content pipeline.</li> <li>Understand game engine and performance boundaries, and propose creative solutions that work within them.</li> <li>Partner with Art, UX, Tools, and Engineering to prototype specific world behaviors early — so the team can feel density, pacing, and composition before full production.</li> <li>Manage the design of multiple world systems at once, ideating on new generation problems while overseeing development of others.</li> <li>Ensure a culture of top-quality specification for all relevant design documentation.</li> <li>Inspire, empower, and grow a team of game designers to produce the best possible quality of world and level experience.</li> </ul> <p><strong>What you will need:</strong></p> <ul> <li>5+ years of game design leadership on large-scale worlds (open world, procedural world, action RPG, MMORPG, or comparable adventure / survival spaces)</li> <li>5+ years of experience leading level design, world design, or encounter placement at a high craft bar</li> <li>Demonstrated experience shipping worlds that combine authored intent with generated or assembled content</li> <li>Minimum 10 years working on shipped new or live game products</li> <li>Experience iterating on ideas in the early phases of development, in a tightly collaborative environment, as well as working on production or live-operated games</li> <li>Strong instincts for gameplay pacing, world density, traversal, and sightlines — and the ability to turn those instincts into tunable systems</li> <li>Experience partnering with tools or engineering teams to define world-building frameworks, pipelines, or generation levers</li> <li>Demonstrated ability to define and ensure standards of excellence in design documentation</li> </ul> <p><strong>Bonus Points: </strong></p> <ul> <li>Hands-on experience with procedural generation systems, world-composition tools, or content-assembly pipelines</li> <li>Experience working on major IP, navigating the competing pressures of player expectations and the need to innovate</li> <li>3+ years working in Free to Play</li> <li>Experience on cross-platform products, and console / PC games</li> <li>Experience working directly in Unity</li> </ul><div class="content-pay-transparency"><div class="pay-input"><div class="description"><p>For candidates in CA, CO, NJ, NY, and WA, the annual salary range is provided below. In addition to base pay, employees may be eligible for equity, bonuses, and a comprehensive benefits package, including healthcare benefits, retirement benefits, pet insurance, paid holidays, paid Scopely free days, and unlimited paid time off. Base pay offered may vary depending on job-related knowledge, skills, and experience.</p></div><div class="title">CA, CO, NJ, NY, and WA Annual Salary Range</div><div class="

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