Senior Technical Designer, Unity

Battle Creek Games
101d

About The Position

Battle Creek Games is the studio behind some of the most-played racing mobile titles in the U.S., including No Limit 2, Offroad Outlaws, and American Marksman, reaching millions of players worldwide. If you’re excited about contributing to a beloved racing franchise, we’d love to hear from you. Role Overview We’re looking for a Senior Technical Designer who bridges product thinking and Unity implementation. You’ll turn player problems and business goals into shippable gameplay, systems, and tools, owning features from concept through live operations. You should be as comfortable writing a crisp design spec and KPI model as you are building a greybox prototype, wiring up ScriptableObjects, and instrumenting analytics. You’ll partner closely with game designers, engineers, artists, and production to deliver high-impact features for our current and future titles (racing, offroad/sim, and hunting).

Requirements

  • 6+ years in game design or technical design, with Unity as your primary engine.
  • Shipped at least 2 titles (mobile F2P preferred) with live operations experience.
  • Strong C# for gameplay scripting, tools, and data pipelines (ScriptableObjects, Editor tooling, Timeline/Playables, Prefab variants, Addressables).
  • Demonstrated product mindset: can set goals, define KPIs, estimate impact, and make tradeoffs.
  • Comfort with analytics (event schemas, funnel thinking) and experimentation (A/B tests, Remote Config).
  • Solid grasp of mobile performance constraints: batching, memory budgets, quality tiers, frame time, profiling.
  • Excellent communication: concise specs, thoughtful feedback, and cross‑discipline collaboration.

Nice To Haves

  • Vehicle handling, tuning, and customization systems (garages, parts, upgrades, cosmetics).
  • Competitive features (leaderboards, leagues, live events, matchmaking constraints).
  • UGC-friendly tooling (level/track params, surface types, checkpoints, spawn logic).

Responsibilities

  • Own features end-to-end: from opportunity sizing and spec → prototype → production → liveops iteration.
  • Design & implement gameplay systems (progression, events, economy, meta, tuning, difficulty, reward loops) directly in Unity + C#.
  • Prototype quickly in-editor (greybox levels, temp UI/UX flows, state machines) to validate fun and feasibility.
  • Author tools & pipelines (editor utilities, data-driven configs, ScriptableObject frameworks) that speed up content creation.
  • Instrument analytics (events, funnels) and define success metrics/KPIs; run A/B tests and use results to iterate.
  • Balance & tune economies and rewards with a practical view of retention and monetization.
  • Partner with engineering on performant, memory-safe implementations for mobile (Addressables, asset budgets, profiling).
  • Collaborate with art & UI/UX to land interactions, feedback, and polish it to feel authentic to our genres.
  • Write clear specs & docs (goals, acceptance criteria, telemetry plans) that align cross‑functional teams.
  • Champion players: review feedback, triage issues, and prioritize changes that meaningfully move core KPIs.

Benefits

  • Competitive Compensation: Receive a comprehensive benefits package, including health insurance, paid time off, and flexible work options.
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