Design · Full-time
Senior Product Designer
Remote (EU) or Tallinn
Craft they feel, never notice.
The core loop is the song. Everything around it — the first ten seconds, the climb between levels, the store, the reward that lands just right — is what makes players stay for it. At Ludaxis we build music-driven puzzle games where every tap should feel like part of the music, and we're looking for a product designer to own the whole experience around the puzzle.
What you’ll own
The product layer — every surface outside the core puzzle and the feel that ties them together. Onboarding that teaches in seconds without a wall of text. Progression and a store that convert without nagging. Motion and feedback that make a tap, a clear, a reward feel musical. And a design system that keeps all of it coherent. You'll prototype in real code against our live design system, read the funnel like a retention curve, and make the hard call every time: ship it, tune it, or cut it.
You
- Have shipped product design end to end — research → IA → interaction → visual → handoff — and owned the whole arc on real, live products
- Design motion and micro-interaction as a craft, not a garnish — timing, feedback, the feel of every state
- Build and own a design system — tokens, components, states — and treat quality as structural, not pixel-by-pixel
- Prototype in real code (React / HTML / CSS) against a live design system — working prototypes in days, not clickable mockups in weeks
- Read the funnel and the retention curve — D1 / D7 / D30, conversion, drop-off — and turn them into clear design calls, A/B testing when it matters
- Are AI-native, not AI-curious — you ship working coded prototypes with Claude Code or Cursor, synthesize research with AI, and know exactly where your judgment is the thing a model can't replace
- Own microcopy and accessibility as part of the craft, not a handoff
- Know mobile cold — touch, the first ten seconds, and what makes a free-to-play game feel worth keeping
- Frame trade-offs in a sentence, defend the quality bar, and raise the people around you
- Are at home with ambiguity, autonomy, and a small team that ships
Bonus points for free-to-play / LiveOps surfaces, store and monetization UX, motion tools like Rive or After Effects, designing AI-powered product experiences themselves, and a feel for music theory or rhythm. A design degree 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 you can't walk past a clumsy onboarding flow without redesigning it in your head, let's talk.