| Job Position | Company | Posted | Location | Salary | Tags |
|---|---|---|---|---|---|
Limit Break | Tokyo, Japan |
| |||
Limit Break | Tokyo, Japan | $13k - $18k | |||
Limit Break | Tokyo, Japan | $13k - $18k | |||
Bitgo | Remote | $120k - $150k | |||
| Learn job-ready web3 skills on your schedule with 1-on-1 support & get a job, or your money back. | | by Metana Bootcamp Info | |||
Windranger Labs | Singapore, Singapore | $84k - $150k | |||
LI.FI | Remote | $60k - $80k | |||
Ether.fi | Cayman Islands, Cayman Islands | $91k - $150k | |||
Alpaca | Remote | $32k - $43k | |||
Binance | Prague, Czech Republic |
| |||
Binance | Prague, Czech Republic |
| |||
Kite | San Francisco, CA, United States | $58k - $90k | |||
CoW DAO | Remote |
| |||
Binance | Prague, Czech Republic |
| |||
Tether Operations Limited | Prague, Czech Republic | $103k - $120k | |||
Binance | Taipei, Taiwan |
|
ă˛ăźă ăăśă¤ăăźďźčŞ˛éăťăťăźăŤăšďźGame Designer (Monetization/Sales) (Japan)
ç§ăăĄăŤă¤ăăŚ
â     CVR/ARPDAU/LTVă䟸ă°ă**ăŞăăĄăźďźäžĄć źăťĺ 厚ăťć示ďź**ăč¨č¨ăă
â     ăťă°ăĄăłăĺĽăŤäžĄĺ¤č¨č¨ăťEVăĺŽçžŠăăăŠă¤ăă§ćéŠĺăă
âÂ Â Â Â Â čłźĺ ĽăăĄăăŤă¨čŞ˛éç¸é˘ăĺćăăćăĄćăŤč˝ă¨ă
â     Source/Sinkăçśćăăéˇćçľć¸ăŽĺĽĺ ¨ć§ăĺŽă
â     é˘äżč ă¨ĺĺăăA/Băăšăă¨č¨č¨ăŤăźăŤăć´ĺăă
â     ăăŹă¤ă¤ăźăŽăăăźăťă¨ăłă˛ăźă¸ăĄăłăăťçśçśçă埡ĺăăăĄăŤăăŻăšăăăłé˛čĄăˇăšăă ăŽč¨č¨ăťăăŠăłăščŞżć´
â     ăŞăŞăźăšĺžăŽçśçśçăŞăăĽăźăăłă°
â     ăăŹă¤ă¤ăźăăźăżăĺçĺćăçśçśçăĺćăăă˛ăźă ăăŹă¤ć˛çˇăăăłă˛ăźă ĺ çľć¸ăăŠăłăšăćéŠĺ
â     ăăŹă¤ă¤ăźăťă°ăĄăłăăă¨ăŽéŁć庌ć˛çˇăĺ ąé Źč¨č¨ăExpected Valueďźćĺž ĺ¤ďźă˘ăăŤăŽĺŽçžŠă¨ăŠă¤ăăăźăżăŤĺşăĽăćšĺ
â     éĺśăăźă ă¨éŁćşăăĺĽĺ ¨ăŞă˝ăźăšďźăˇăłăŻč¨č¨ăçśćăăŞăăćçśĺŻč˝ăŞă˛ăźă ĺ çľć¸ăć§çŻ
â     ăăźăżă˘ăăŞăšăă¨ĺŻćĽăŤéŁćşăăăŻăŞă˘çăăŞăăŠă¤çăăăźăšăżăźä˝żç¨çă課éç¸é˘ăŞăŠăĺć
â     éŁć庌ďźäžďźNormalďźHardďźBossďźEventďźăŽć§çŻăăăłçść
â     éç¨ăăĽăźăăłă°ăľă¤ăŻăŤăŽăŞăźă
â     䝎誏č¨č¨ăăăŠăĄăźăżčŞżć´ăŽĺŽć˝ăçľć渏ĺŽă¨ćšĺ
â     UXďźArtďźEngineeringă¨ĺĺăăăăşăŤăŽçŽć¨äźéăťăăŹă¤ă¤ăźăăŁăźăăăăŻč¨č¨ăćéŠĺ
â     ăăŠăĄăźăżăĺ ąé ŹăéŁć庌č¨ĺŽăŤé˘ăăA/BăăšăăŽč¨č¨ăťĺŽć˝
â     ăăĽăźăăłă°ăăŹăźă ăŻăźăŻăçľć¸č¨č¨ăŽăăăĽăĄăłăĺă¨ăăŹăă¸ĺ ąć
â     Free2Playăšăżă¤ăŤăŽPuzzleă¨Mergeă¸ăŁăłăŤă§ăŽéçşă¨éĺśĺŽç¸žăćă¤ćšăăžăă˛ăźă ăŽăĄăŤăăŻăšăŤćˇąăé 芣ăăă¤ćšă
â     OwnershipăćăŁăŚCEOă¨ăłăăĽăăąăźăˇă§ăłĺŻč˝ăŞćšă
â     Unity ă§ăŽMock UpéçşăăčŞčşŤă§ăĺŻč˝ăŞćšăĺŽčŁ ĺŻč˝ć§ăŽéŤăă˘ă¤ăăŁă˘ăĺşăŤăăăłăăĽăăąăźăˇă§ăłăă§ăăćšă
â     ă˛ăźă ăăśă¤ăłăăŹăăŤăăśă¤ăłăăăŹă¤ă¤ăźĺżçĺŚăăăźăżăľă¤ă¨ăłăšăŽé ĺăŤĺźˇăé˘ĺżăćă¤ćš
ĺż čŚăšăăŤ
â     F2Păˇăšăă č¨č¨ăšăăŤďźPuzzle/Mergeă¸ăŁăłăŤăĺćă¨ăăéŁć庌ăťé˛čĄăăăźăťçľć¸ďźĺ ąé Ź/課éďźăçľąĺăăRetention/MonetizationďźLTVçďźă¸ăŽĺ˝ąéżă誏ćă§ăăč˝ĺ
â     ăăźăżăăŞăăłćšĺăľă¤ăŻăŤéç¨ăšăăŤďźĺćçăťEVăťRetention塎ĺăťăŠă¤ăKPIçăăćăĄćăä˝ăă䝎誏âĺŽčŁ âč¨ć¸ŹâĺŚçżăéŤéă§ĺăăč˝ĺ
â     äťć§ĺăťĺć形ćăłăăĽăăąăźăˇă§ăłăšăăŤďźPRD/Mock/ăăźăżäťć§ă蝸ăŤăEngineering/Art/QA/ĺć/éç¨ă¸č¨č¨ćĺłăťćĺž ĺšćăťăŞăšăŻăć確ăŤĺ ąćăĺćăĺăăč˝ĺ
â     Productionč¨çťăťĺšçĺăšăăŤďźăŹăăŤĺśä˝ăŽĺśä˝é/塼ć°ăčŚçŠăăăAI/čŞĺĺăĺŤăăççŁć§ĺä¸ćĄăçŤăŚăăăč˝ĺ
â     éŁć庌č¨č¨ăăăăźč¨č¨ăçľć¸ăˇăšăă ăçśçśçăăăłăăăżă¤ăşăŤä¸ăă役éżăŽçč§Ł
â     ĺŽéăăźăżďźĺćçăARPDAUăExpected ValueăRetention塎ĺăŞăŠďźăĺćăăč¨č¨ă˘ăŻăˇă§ăłă¸č˝ă¨ăčžźăăč˝ĺ
â     ăŤă¸ăĽă˘ăŤçłťă¸ăŁăłăŤăŤăăăăŹăăŤĺśä˝ăŽăăŁăăˇăăŁăăŠăłăăłă°çľé¨ďźčŞĺĺăťAIăăźăŤć´ťç¨ăĺŤăďź
â     ăŠă¤ăKPIăăŚăźăśăźăăŁăźăăăăŻăĺşăŤčż éăŤćšĺăĺăăćš
â     ă˘ă¸ăŁă¤ăŤç°ĺ˘ă§ććăĺşăăćš
â     č¨č¨ćĺłă¨ăă¸ăăŻăäťčˇç¨Žă¸ć確ăŤäźăăăăăłăăĽăăąăźăˇă§ăłč˝ĺ
â     ăă¤ăăŞăăăŤă¸ăĽă˘ăŤă¸ăŁăłăŤă§ăŽč¨č¨çľé¨
â     ĺŽé¨ăťéç¨ĺşç¤ć´ťç¨ăšăăŤďźA/Băăšăĺşç¤ăRemote Configçăçč§Łăăé
俥ĺžăĺŽĺ
¨ăŤăăŠăłăščŞżć´ăťć¤č¨źăĺăăč˝ĺ
â     ă˘ăăŞăłă°/ăˇăăĽăŹăźăˇă§ăłč¨č¨ăšăăŤďźçľć¸ăťçśçśăťĺçăă˘ăăŤĺďźäşć¸Źďźăăč¨č¨ăŽćććąşĺŽăŤä˝żăăč˝ĺ
â     çľć¸ĺžŞç°ďźSource/Sinkăťĺ ąé
Źăăźăšďźč¨č¨ăšăăŤďźé貨/ĺ ąé
ŹăŽäžçľŚă¨ćśč˛ťăč¨č¨ăăă¤ăłăăŹ/ćŻć¸ăćăăăăč˝ĺ
â     ĺŽéăăŠăłăˇăłă°ăšăăŤďźćĺž
ĺ¤ăťéŁć庌ć˛çˇăťĺçăăźăżăç¨ăăŚă調ć´ăĺçžć§éŤăčĄăăăŽč˝ĺ
â     A/BăăšăăăŹăźă ăŻăźăŻăăăłăŠă¤ăăăŠăłăˇăłă°ăăźăŤăŽçč§Ł
â     çľć¸ăˇăăĽăŹăźăˇă§ăłăăŞăăłăˇă§ăłă˘ăăŞăłă°ăăăăżă¤ăşč¨č¨ăŽăăăŻă°ăŠăŚăłă
â     ă˝ăźăšďźăˇăłăŻč¨č¨ăĺ ąé
Źăăźăˇăłă°č¨č¨ăŽĺŽĺçľé¨
â     ćĺž
ĺ¤ă˘ăăŞăłă°ăéŁć庌ć˛çˇč¨č¨ăĺçăăźăšăăŠăłăˇăłă°ăŽçľé¨
â     Game DesginerăŽăłăăĽăăąăźăˇă§ăłăŽĺ
ąéĺşç¤(UA / Retention / Engagement / Monetization / LiveOps)ăăăăŹă¤ă¤ăźä˝é¨ă蝸ă¨ăăŚć šć ă¨äşäžă§čŞăăćš
â     䝎誏âĺŽčŁ
(äťć§ĺ)âč¨ć¸ŹâĺŚçżăéŤéă§ĺăăćéŠč§Łăć´ć°ăçśăăăăćš
â     é˘äżč
ă¨ăŽĺć形ćăŽćŽľéă§ăé¸ćč˘ă¨ăăŚăŽăć°ăăčŚçšăă常ăŤć示ăăĺ§żĺ˘ăĺăăćš
â     ăăźăżăăŞăăłă§ăăăŞăăăăăŹă¤ă¤ăźä˝é¨ăŽćŹčłŞăčŚĺ¤ąăăŞăćš
â     䝎誏ć¤č¨źăéŤéă§ĺăăć°ĺă§čŞăăăăśă¤ăăź
â     çľć¸č¨č¨ă¨ă˛ăźă ä˝é¨ăŽăăŠăłăšă俯ç°ă§ăăăˇăšăă ćčăŽćăĄä¸ť
â     Data ScienceďźProductďźLiveOpsă¨ĺŻžçăŤč°čŤă§ăăčŤçć§ăćă¤ćš
â     ĺ¤ĺă漽ăăżăć°ăăćéŠč§Łăć˘ăçśăăăăćš
As a Game Designer focused on Monetization and Offer Design, you will own the strategy and execution of in-game offers â including pricing, contents, and presentation â to drive CVR, ARPDAU, and LTV.
You will operate at the intersection of economy design, player psychology, and live data optimization, ensuring that monetization initiatives enhance both revenue performance and long-term player experience.
This is a high-ownership role requiring executive-level communication, structured experimentation, and strong economic thinking.
â      Design monetized offers (pricing, content bundles, presentation timing) to increase CVR, ARPDAU, and LTV
â Â Â Â Â Â Define segment-based value design and Expected Value (EV), and continuously optimize in live environments
â Â Â Â Â Â Analyze purchase funnels and monetization correlations, translating insights into actionable improvements
â Â Â Â Â Â Maintain healthy Source/Sink balance and protect long-term economic stability
â Â Â Â Â Â Collaborate cross-functionally to establish A/B testing plans and monetization design rules
â Â Â Â Â Â Design and balance mechanics and progression systems that reinforce player flow, engagement, and retention
â Â Â Â Â Â Continuously tune systems post-launch using live player data
â Â Â Â Â Â Analyze win rates, retention deltas, gameplay curves, and economy metrics to optimize balance
â Â Â Â Â Â Define difficulty curves, reward pacing, and EV models across player segments
â Â Â Â Â Â Partner with Data Analysts to evaluate completion rates, retry rates, booster usage, and spend correlations
â Â Â Â Â Â Lead live tuning cycles (hypothesis â implementation â measurement â iteration)
â Â Â Â Â Â Collaborate with UX, Art, and Engineering to optimize clarity, feedback loops, and conversion touchpoints
â Â Â Â Â Â Document tuning frameworks, monetization logic, and economic systems for cross-team alignment
â      Ability to communicate with ownership and confidently engage with executive leadership (including CEO-level stakeholders)
â Â Â Â Â Â Ability to independently build Unity mock-ups and ground discussions in implementation feasibility
â      Strong interest in game design, level design, player psychology, and data science
â      F2P System & Monetization Design Expertise
Ability to integrate difficulty, progression flow, and economy (rewards/pricing/monetization) in Puzzle/Merge genres and clearly explain their impact on Retention and LTV
â Â Â Â Â Â Data-Driven Optimization
Ability to derive strategies from win rates, EV, ARPDAU, retention deltas, CVR, and live KPIs, executing rapid hypothesis â implementation â measurement â learning cycles
â      Specification & Alignment Communication
 Skilled in structuring PRDs, mock-ups, and measurement requirements; clearly communicating expected impact, risks, and design rationale across Engineering, Art, QA, Analytics, and LiveOps
â      Production Planning & Efficiency
 Ability to estimate level production scope and propose productivity improvements, including AI-assisted workflows
â      Deep understanding of how difficulty, economy systems, and offer design impact retention and monetization
â   Strong quantitative analysis skills, translating metrics into actionable design decisions
â Â Â Â Â Experience with capacity planning in casual genres (including automation and AI tools
â      Comfortable iterating quickly based on live KPIs and player feedback
â   Ability to thrive in Agile environments
â      Experience in hybrid-casual genres
Â
â      Strong understanding of experimentation infrastructure (A/B testing frameworks, Remote Config systems)
â      Modeling and simulation skills for economy, retention, and revenue forecasting
â      Expertise in economic circulation design (Source/Sink balance, reward pacing, inflation control)
â      Quantitative balancing skills using Expected Value modeling, difficulty curves, and win-rate data
â      Background in economy simulation, retention modeling, and monetization design
â      Hands-on experience with live balancing tools