Senior Game Designer (f/m/d)
At Ten Square Games · Wrocław, Dolnośląskie, Poland
- Design
- Full-time
- Senior
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Where you’ll work
Hybrid, based in Wrocław
“Wrocław, Dolnośląskie, Poland”
From the location.
“Location: Wrocław, Poland”
From the job description.
The job board lists it as hybrid.
Hybrid means some days in the office. The listing says how many, and where.
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- Posted
- 2 July 2026
- First seen by us
- 12 October 2026
- Last checked
- 19 hours ago
Job description
From Ten Square Games’s job post, as they wrote it.
Location: Wrocław, Poland
Work model: Hybrid, 3 days per week in the Wrocław office
First 3 months: 5 days per week in the office to support onboarding and team connection
About us
Hi, we are Ten Square Games, and we live games! No, not a typo -but a level up from loving them. Our flagship title, Fishing Clash, has been live since 2018. It is a successful F2P game, and we are looking for a designer who can help make it clearer, deeper and more fun for players.
Read the full description
We create mobile games for players around the world, with a focus on outdoor experiences, competition, progression and fair play. Fishing Clash has grown into a well-established title, but we believe there is still a huge opportunity to make it more understandable, engaging and rewarding.
What is this job all about?
We are looking for a hands-on Senior Game Designer to help improve Fishing Clash. This role is about understanding existing systems, finding opportunities, simplifying complexity and turning ideas into features that players can actually feel.
You will work closely with Product, Development, Analytics, UI/UX, Art and Live Ops to improve core gameplay systems, FTUE, progression, rewards and live game experiences. You will not be expected to know everything from day one — we will support you in learning the game, the players and the systems.
We need someone who can create a clear design direction, write great specs, help the team build confidence in the solution, and work closely with implementation so great gameplay moments make it into the final experience.
What will you be doing?
* Improving and tuning gameplay systems to make Fishing Clash more fun, clear and satisfying.
* Improving the FTUE to make onboarding smoother, more engaging and better at retaining new players.
* Designing systems that are engaging enough for a live F2P game, but simple enough for players to understand.
* Turning ideas into clear, actionable design specs for developers, artists, UX designers, analysts and producers.
* Balancing progression, rewards, difficulty, pacing and player motivation.
* Using data, player feedback and product goals to identify design opportunities.
* Collaborating closely with developers to understand constraints and find practical solutions.
* Learning and using tools such as configs, spreadsheets, version control or simple scripts when needed.
Why should you join us?
* You will work on Fishing Clash, a global live game with millions of players and years of design depth.
* Your work will have a visible impact on player experience, retention, engagement and game performance.
* You will improve mature systems, not just create new features from scratch.
* You will join a team that values ownership, honest discussion, data-informed decisions and strong craft.
What are we looking for?
* Experience as a Game Designer, ideally on mobile F2P, live games, systems-heavy games or another relevant design background.
* Strong understanding of player motivation, progression, rewards, difficulty and engagement loops.
* Ability to simplify complex systems without making them shallow.
* Strong spec-writing and communication skills, with the ability to align a cross-functional team around a design idea.
You do not need to match every point perfectly. If you have strong design fundamentals, curiosity about live games and the ability to learn complex systems, we would still like to hear from you.
It would be great if you also have:
* Experience working on a successful live mobile game.
* Knowledge of mobile F2P KPIs such as retention, engagement, conversion, monetization and session behavior.
* Comfort learning and using practical tools such as configs, spreadsheets, version control or simple scripting.
* Curiosity about outdoor, sports, simulation, collection or competition-based games, even if they are not your usual genre.
What kind of person will succeed in this role?
You will probably enjoy this role if you like asking:
* Why does this system work the way it does?
* Where are players getting confused?
* Can we make this simpler without making it shallow?
* How do we turn this idea into something the team can actually build?
We need someone who can think like a designer, communicate clearly, work closely with developers, and care deeply about making the final player experience better.
Please submit your CV in English.
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