Suggested rewrite: Led a cross-functional initiative that improved [business outcome] by [measurable result], demonstrating experience relevant to this role...
Live Ops Game Designer
- Remote from
- Cyprus
- Salary
- Undisclosed
- Department
- Creative & Design
- Employment
- Full Time
- Experience
- Open level
- Published
- Apply before
- 11 Dec 2026
- Listing views
- 47
- Application actions
- 3
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About this role.
HyperHug is an international game development studio specializing in the shooter genre. Our main office is based in Cyprus, but our talented team works remotely from around the world. We’re developing Oxide: Survival Island, an immersive multiplayer survival shooter for mobile platforms, and we’re always looking for motivated individuals who want to grow with us, contribute their creativity, and help shape the future of our games.
We are seeking a Live Ops Game Designer to drive live content in our flagship game, Oxide: Survival Island. You will own the content that keeps players engaged and coming back: from coming up with themes for gacha, battle passes, and offers to briefing the art teams, polishing every detail, and launching it live. If you love setting things up, iterating, and making each event and store drop feel just right — this role is for you.
What You’ll Be Doing:
Design and manage LiveOps features — including events, passes, and offers — from initial concept and scheduling through launch.
Generate themes and concepts for gacha, battle passes, and offers.
Collaborate with 2D/3D art teams: define requirements, brief leads, and manage asset pipelines for in-game features and content.
Keep the web shops filled with fresh content and an up-to-date assortment.
Configure and implement game content in Unity.
Run A/B tests, analyze the performance of events, passes, and offers, and use the findings to improve future iterations.
What We Expect From You:
3+ years of experience in Game Design with a focus on mid-core/hardcore mobile games.
Experience running the full LiveOps loop: events, offers, testing, scheduling, performance analysis.
Strong hands-on experience with Unity.
Proven work in cross-functional teams: dev, art, analytics, marketing.
Extensive player experience and strong interest in the shooter genre.
English – B1+ level, Russian – C1 level.
What We Offer:
Competitive salary.
A passionate and supportive team that values creativity and ownership.
Opportunities for professional growth.
A culture built on initiative, transparency, and collaboration.
Annual salary information is not provided for this position. Explore salary ranges for similar roles in our Salary Directory ›
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Role DNA
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Pace & Pressure
4/5Autonomy Level
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Core skills
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Sample interview questions
I would start with a clear player and business objective, such as improving engagement among mid-game players or supporting a new cosmetic release. I would define the event loop, rewards, progression, entry points, messaging, schedule, and success metrics, then validate feasibility with development, art, analytics, and monetization stakeholders. After launch, I would review cohort results and player feedback to refine the next iteration.
I form a specific hypothesis, such as whether a revised reward structure improves pass conversion without reducing retention. I select a clean audience split, define primary and guardrail metrics, ensure the test has sufficient duration and sample size, and document the result. I then use statistically meaningful findings alongside player feedback to decide whether to roll out, revise, or retire the variant.
I provide a concise feature brief covering the player purpose, theme, required assets, references, technical constraints, dimensions, localization needs, priorities, and delivery milestones. I review the brief with art leads early, maintain a visible asset tracker, and resolve ambiguities quickly. Before release, I validate that assets work correctly in the target UI and communicate the intended event presentation.
I would plan a content calendar that balances evergreen value packs with themed, limited-time, and audience-targeted offers. I would avoid excessive overlap, use clear offer positioning, and monitor conversion, revenue per user, purchase frequency, and sentiment for signs of fatigue. Rotating content around game events and player progression segments helps maintain relevance while preserving clarity.
Creative themes make events memorable and give players a reason to return, while data shows whether the experience is achieving its goals. I use data to identify opportunities and evaluate outcomes, but I do not rely on metrics in isolation. I combine quantitative results with player feedback, genre knowledge, and design judgment to make practical improvements.
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