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Role Overview
This role is first and foremost about owning the design vision of a game in service of the studio's creative and commercial goals.
You are accountable for the design vision of the game day-to-day. You own the design direction, lead the design team, and ensure quality through hands-on craft. You work closely with the Studio Head/Creative Director, who provides oversight and retains final sign-off, and with the Producer to keep creative ambition, scope and delivery in balance.
Your success is measured by the quality and coherence of the player experience, the clarity of your design communication, and the team's ability to build confidently against a shared understanding of the game.
Key Responsibilities
Design Direction and Player Experience
You ensure every element of the game, from mechanics, systems, progression, feel, pacing, serves the core pillars and player fantasy. You translate the high-level vision into detailed, buildable design that the team can act on with confidence.
At the concept and prototype stage, you work closely with the Studio Head/Creative Director to shape the game's design foundations. As development progresses, you maintain design coherence as the game vision evolves, ensuring new work strengthens rather than fragments the original vision.
You represent the design vision in publisher conversations, keeping alignment on direction, scope and creative intent as the game evolves.
Success looks like:
- Core pillars translated into detailed mechanics, systems, and player-facing design
- Design coherence and scope maintained as the game evolves through development
- Identification of design risks, gaps, or contradictions before they become problems
- Design documentation that is current, accessible, and useful to the team
- Player-facing quality that supports the studio's target of 85%+ on Steam
Reasons to use Rodeo
I’m in my final year doing Economics and I don’t know whether to apply for grad schemes now or do a masters first. What do you think?
Honest answer — it depends on where you want to end up. A lot of top grad schemes (Big 4, civil service, banking) don’t need a masters. Let’s look at the ones you’d be competitive for now, and we can decide if a masters actually adds anything.
Also worth knowing: most autumn 2026 applications are open now. Timing matters more than you think.
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Grad scheme, placement, apprenticeship? Not sure what you want yet — that's fine. Your agent talks it through with you and turns "I have no idea" into a shortlist.
Graduate Consultant — 2026 Scheme
Why you're a good match
StrongYour economics background and your summer at a regional bank line up with what PwC looks for on the consulting scheme. Applications close in four weeks.
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Every day your agent scans the market matching roles against what actually matters to you, not just keywords on a CV.
Why you're a good match
You’ve got the grades and the economics background, and your bank internship is exactly the experience this scheme looks for. Apply soon — deadlines close within the month.
Experience fit
Your summer at the bank plus your econometrics coursework map directly to the day-one responsibilities on this scheme — client modelling, market briefings, and deal support.
Only hits
No noise. No "maybe this fits." Just roles with a clear explanation of why they're right — and where to focus when applying.
Team Design Leadership and Collaboration
You are the design authority the team works with day-to-day. You provide clear direction, timely feedback, and consistent creative guidance across disciplines, ensuring art, tech, and production are aligned on design intent. You create the conditions for the team to do their best work by being available, clear, and decisive.
You champion the "why" behind design decisions, helping the team understand intent so they can make good judgements independently when needed. You work closely with the Producer to ensure design priorities are realistic and well-sequenced, and that creative ambition and delivery remain in balance.
You also contribute design input to the studio's other projects and welcome the same in return, so ideas and craft flow naturally amongst our design team.
Success looks like:
- The team understands the game and can make good decisions independently
- Art, tech, and production are aligned on design intent and priorities
- Design feedback is timely, specific, and constructive for the team
- Design leadership that earns trust through consistency, clarity, and craft
- A collaborative culture where ideas are welcomed and measured against the vision
Design Quality and Iteration
You are responsible for the design quality of the game through active hands-on involvement. You play the game regularly yourself and with the team, identify what's working and what isn't, and drive iteration to improve the player experience. You ensure the game is progressing toward builds that are playable, testable, and demonstrably fun at every stage.
You work with the Producer to prepare for and respond to playtesting, player feedback, and data, ensuring design evolves based on evidence as well as instinct.


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Success looks like:
- Regular hands-on evaluation of the game driving meaningful iteration
- Design problems identified and addressed early through play and testing
- Builds that are playable and demonstrating progress toward the core player fantasy
- Iteration grounded in a combination of player feedback, data, and design judgement
- Quality and feel that meet the standards set by the Studio Head/Creative Director
- Post-launch design direction informed by player feedback and data
Requirements
- Proven experience as a Senior Designer or equivalent on shipped games.
- Strong, hands-on experience designing and owning gameplay systems, mechanics, and progression in Unreal Engine, from concept through implementation, with the ability to prototype, tune, and iterate quickly.
- Direct systems design and balancing experience in genres that depend on it (deck builders, automation, survival craft, procedural), with the numerical ability to model systems in a spreadsheet as a live balancing tool.
- Experience using playtesting, feedback, and data to refine features and improve outcomes.
- Excellent collaboration and communication skills across design, art, engineering, and production.
- A pragmatic approach, focused on what moves the game forward and creates the best player experience.
- Passion for games and a drive to turn strong design into player delight.
Please note: This is a remote-working position, open to anyone within the UK.
Benefits
Our benefits include a 2-week company summer break and a 2-week winter break to rest and recharge, in addition to your normal holiday allowance.
“It took my CV and asked me questions relevant to understanding what kind of jobs to suggest for me. Suggestions were almost perfect. Jobs were exactly what I’ve been looking for.”
Jessica, London
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