Design · Full-time
Senior Game Designer
Remote (EU) or Tallinn
The puzzle is the instrument.
Place a piece, play a note. Clear a line, play a phrase. Solve the board, and you've played the song. At Ludaxis we build music-driven puzzle games where playing the puzzle is what makes the music — and we're looking for a designer to own the heart of them.
What you’ll own
The core game — loops, progression, economy: the systems that decide whether players stay in flow or quietly drop off. You'll turn “music + puzzle as one system” from a sentence into something millions of people feel. You'll prototype fast, read the retention curve like sheet music, and make the hard call every time: ship it, tune it, or kill it. Ideas earn their place on the data, not in a deck.
You
- Have shipped multiple titles and owned core design — systems and mechanics — on at least one
- Build and re-tune levels, difficulty curves, and progression until the climb feels right
- Read the retention curve and player feedback alike, and turn both into clear design calls
- Prototype fast and hands-on in Unity or Unreal — playable in days, not weeks — and aren’t precious about killing your own ideas
- Ship features end to end with engineers, artists, and audio, from concept to release
- Know mobile and/or console cold: their constraints, inputs, and what players expect
- Have torn apart more game systems than you can count, just to see how they tick
- Use AI to code and build — it's already part of how you work, on every new problem
- Frame trade-offs in a sentence, document the rationale, and raise the people around you
- Are at home with ambiguity, autonomy, and a small team that moves
Bonus points for free-to-play economy or LiveOps experience, spreadsheet fluency, an eye for UX, and a feel for music theory or rhythm. A degree in game design or CS is welcome — but the work speaks louder.
Why Ludaxis
A founder who's spent 10+ years shipping F2P hits. The backing of Amanotes. Real ownership of a real game from day one. And a studio quietly obsessed with craft — flow, near-miss pacing, designed difficulty, the details that separate good from great.
If music-driven puzzle design is the thing you can't stop thinking about, let's talk.