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Pixion Games is looking for an experienced Game Designer to help shape the progression, economy and long-term player experience of Fableborne, its competitive free-to-play mobile game.
This is a systems-heavy design role with significant ownership over the mechanics that determine how players progress, why they return, how the game's economy behaves and how LiveOps and monetization evolve over time.
You'll join a globally distributed remote studio and work closely with Product, Combat Design and other disciplines as Fableborne moves toward launch and subsequent LiveOps growth.
Design the systems behind long-term engagement
A major part of the position is understanding what keeps players engaged beyond their first sessions.
You'll design and iterate on systems affecting:
- Player progression
- Retention and engagement
- Game economy
- Monetization
- Long-term mastery
- Seasonal content
- LiveOps
The goal is to create a rewarding journey that takes someone from being a new player through increasingly advanced stages of the game while continuing to provide meaningful goals.
You'll also use Unity to playtest features, content and balancing decisions before they're ready for release.
Own and balance the game economy
Pixion wants this designer to take substantial responsibility for Fableborne's economy.
You'll determine how different systems interact and continually balance the experience between player satisfaction and the commercial requirements of a free-to-play game.
Your work will cover areas including:
- Economy design and balancing
- Virtual goods
- In-app purchases
- Pricing strategies
- Monetization systems
- Cross-platform bundles
- LiveOps economy management
You'll collaborate with the Product team when designing commercial systems and use real player data to understand whether those decisions are producing the intended results.
Fableborne itself contains multiple currencies and resources connected to progression, events, rankings and other systems, making economy design a significant part of the overall player experience.
Shape Fableborne's LiveOps strategy
Fableborne operates around a seasonal model, making LiveOps central to this position.
You'll help determine the direction of individual seasons, including their economy, balancing and content requirements.
Working with the Product Director and Combat Designer, you'll identify what should enter the roadmap based on player needs, changes to the meta and opportunities to refresh the experience.
New LiveOps and monetization ideas will also need a business case. You'll be expected to explain their potential impact and ROI so features can be prioritized against other roadmap opportunities.
Turn player data into design decisions
This isn't a role where design decisions are based exclusively on intuition.
You'll independently monitor player behavior and performance indicators to understand what's happening inside the game.
That includes:
- Tracking core KPIs
- Monitoring economy health
- Evaluating LiveOps performance
- Identifying behavioral patterns
- Developing hypotheses
- Designing experiments
- Measuring results
- Recommending changes
The expectation is that you'll be comfortable moving from data → hypothesis → experiment → learning → iteration.
Want to strengthen your data-driven design skills?
Designlab's Data-Driven Design course helps experienced designers build confidence using product data, develop and evaluate hypotheses, run experiments and connect design decisions with measurable business outcomes. The current curriculum also covers using AI to support hypothesis development, analysis and experiment design.
Explore Data-Driven Design Affiliate link
AI experimentation is part of the culture
Pixion expects team members to explore how AI can improve their individual discipline.
As a Game Designer, you'll be encouraged to experiment with AI during your work and identify ways it can increase both the quality and speed of your output.
This isn't primarily an AI Game Designer position. Instead, AI fluency and a willingness to adapt your workflow are part of the studio's broader expectations.
Interestingly, this also complements the Data-Driven Design recommendation above: Designlab's current version of the course incorporates AI into hypothesis development, data analysis and experiment design while keeping the designer responsible for judgment and decision-making.
What experience do you need?
Pixion is particularly interested in designers who understand midcore mobile free-to-play games.
You should have experience across areas such as:
- Game systems design
- Mobile F2P
- Progression systems
- Game economy design
- Monetization
- Player retention
- LiveOps
- Game balancing
- Data analysis
- Experimentation
- Unity
- Design documentation
Experience working on at least one scaled mobile free-to-play title during its LiveOps stage is particularly important.
Pixion is open to candidates coming from senior positions as well as mid-level Game Designers with at least three years of relevant experience. The studio places more importance on the responsibilities you've handled than the title you've previously held.
Understand why players keep playing
You'll need a strong understanding of the psychology and systems behind successful action and strategy games.
That means thinking about questions such as:
Why does a player come back tomorrow?
What makes progression continue to feel rewarding months later?
When does monetization enhance the experience, and when does it create friction?
How should an economy evolve as experienced players accumulate resources?
How can seasonal content keep an established game feeling fresh?
Pixion is looking for someone who enjoys investigating these problems and who actively plays mobile games across different genres.
Candidates should also be comfortable working on a free-to-play title that includes loot box mechanics.
Blockchain and token economy experimentation
Pixion is also exploring blockchain-based game systems.
You'll be expected to remain open to experimenting with these technologies and, alongside the Product Director, contribute to the design of game and meta systems involving a token economy.
The studio has previously described blockchain game design for Fableborne as involving tokenomics and systems connecting player experience with wider product and business objectives.
About Fableborne
Fableborne combines base building with action-RPG raiding in a competitive mobile F2P experience.
Players participate in asynchronous competition, attacking other players' bases through short PvE combat encounters while developing their own progression over time.
The Game Designer will have considerable influence over the systems surrounding that core experience as the title moves toward launch and scales through LiveOps.
Remote working hours
The team is globally distributed and operates remotely.
Candidates need to be able to work within approximately UTC -3 to UTC +3 and maintain availability during the studio's core collaboration hours:
9:30 AM–4:00 PM UTC/BST
This makes the position particularly suitable for candidates based across Europe and nearby compatible time zones.
Pixion offers remote work, close one-to-one management and substantial cross-functional exposure to the process of launching and scaling a free-to-play game.

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