Stellenbeschreibung:

As Head of Game Design at Twin Harbour Interactive, you're the person the franchise's design quality runs through. You set the bar across the full portfolio, build the systems that hold it, and develop the designers who deliver it. The design decisions that shape this franchise over the next five years will come from the team you develop and the standard you set.

You'll lead a team of Game Design Leads across four live titles and make sure the discipline grows alongside the franchise. You report directly to the Executive Director of Production.

About the Supremacy Franchise

The Supremacy Franchise has reached over 90 million players lifetime, with 2.2 million monthly active users and 300,000+ concurrent commanders in peak campaigns. Our mission: deliver best‑in‑class strategy worlds that challenge, engage, and reward players over weeks, months, and years.

The franchise spans four live titles: Supremacy: 1914, Supremacy: Call of War 1942, Supremacy: WW3, and Supremacy: Warhammer 40,000. Each game has its own community and its own design challenges.

Your discipline is what ties them together.

YOUR MISSION

  • Lead the Game Design Department — Your Game Design Leads are your direct reports, and your impact runs through them. Hire and develop the people who set the direction, own the headcount plan and budget, and anticipate what the department needs next: skills, tooling, and where the gaps are.
  • Shape the Design Vision — Set the long‑term direction for game design at Twin Harbour. The philosophy you develop should be clear to the team, durable across the full portfolio, and concrete enough to influence real decisions. That includes understanding how design choices affect the game's ability to attract new players and keep long‑term ones.
  • Work Across the Studio — Partner with Heads of Product, Producers, and other department heads so design can actually deliver what each production needs. Sort out friction early, before it becomes someone else's problem.
  • Own the Craft Standard — Define and enforce the design quality bar across all productions. Set the frameworks and review processes that give the franchise a coherent design identity.
  • Build an Inspiring Culture of Trust — Create the conditions where designers feel safe raising problems, pushing back, and asking for help. Look at who gets heard, who gets developed, and who gets the stretch assignments.
  • Make Feedback Real — Keep it timely and grounded in the work, not a box‑ticking exercise. Stay close enough to both the team and the game to catch signals early, and use data and instinct together to act before they become bigger problems.
  • Lead with Clarity — Clarity is how trust gets built and ownership becomes real. Set the tone across the department, make sure the franchise's direction is understood by the people executing it, and surface problems early.
  • Drive AI Adoption — Actively find where AI tools can improve design workflows, prototyping, and iteration speed. Model the behavior. Bring the team with you.

YOUR BACKSTORY

  • Deep, firsthand knowledge of strategy games, grand strategy, 4X, or adjacent, on PC or mobile, as a player and as a designer. You understand what keeps long‑term strategy players engaged and coming back.
  • 7+ years in game design, with several of those leading designers or teams as a Lead Game Designer, Design Director, or Head of Game Design. If you've had outsized impact in a slightly shorter time, we'd still like to hear from you.
  • A track record of building and keeping strong design teams, including the harder conversations around performance, career redirection, and organizational change.
  • You can set a quality bar, run reviews, and hold it across multiple concurrent productions, not just produce good work yourself.
  • Hands‑on experience with budgeting, headcount planning, and resource forecasting at a department level.
  • Clear, trusted communicator with genuine AI affinity. Peers, reports, and leadership all get a straight answer from you. You're already using AI tools in your design practice and thinking about where they go next.

NICE TO HAVE

  • You've taken at least one F2P or long‑running live title through multiple live‑ops cycles and can point to clear impact on retention, revenue, and key metrics like D1/D7/D30 and LTV.
  • Deep experience in systems design and balancing, designing for complexity, longevity, and player mastery in live games.
  • Fluent in event‑driven live‑ops, including seasonal cadences, segmentation, and A/B testing.
  • Hands‑on prototyping experience, whether that's system‑sim tools, spreadsheet modeling, or light scripting to validate designs.

ABOUT TOOLS

Tools serve the team, not the other way around. We care about how you think about process and craft, not which specific tools you've logged hours in. That said, we expect you to actively challenge how we work when something creates friction, not just inherit what's here. Literacy in Unity 3D and current AI workflows is welcome.

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Stelleninformationen

  • Veröffentlichungsdatum:

    30 Apr 2026
  • Standort:

    Hamburg
  • Typ:

    Vollzeit
  • Arbeitsmodell:

    Vor Ort
  • Kategorie:

  • Erfahrung:

    2+ years
  • Arbeitsverhältnis:

    Angestellt

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