Economy Game Designer (World of Warships, PC)

Wargaming · Belgrade · по договорённости

Компания
Wargaming
Город
Belgrade
Зарплата
по договорённости
Уровень
middle
Формат
full_time
Иностранная компания
нанимает русскоязычных

Job Overview

Wargaming is looking for an Economy Game Designer to join the Meta Game Design team working on World of Warships.

In this role, you will work on game economy and meta systems that drive player activity, engagement, and long-term retention. Your responsibilities will combine regular live-service work with improvements to existing systems and the development of new meta-game mechanics.

You will work closely with LiveOps, Analytics, and Development teams, using player data and economic modeling to support design and balancing decisions.

What will you do?

Design and balance rewards and progression for LiveOps events focused on player activity and engagement.

Design and balance randomized reward mechanics in collaboration with the Monetization team, including reward composition, probabilities, expected value, and impact on the game economy.

Design and configure battle economy for new game modes, including earnings, costs, modifiers, and their interaction with the wider game economy.

Analyze the impact of new features, events, and economic changes on player behavior and key product metrics.

Monitor the health of the game economy and its key systems, identify imbalances and emerging risks, maintain their stability, and propose improvements based on data and player behavior.

Work with existing meta-game systems, identify problems and opportunities, and propose improvements aimed at increasing engagement and long-term retention.

Participate in the design and balancing of new meta mechanics and progression systems for the core audience of World of Warships.

Build economic models, simulations, and calculations to validate design assumptions and balance parameters.

Define economic rules and configurations and maintain clear design documentation.

Work with analytics and research teams to evaluate feature performance after release and use the results to improve existing designs.

Collaborate with other disciplines throughout the feature lifecycle — from initial design and economic calculations to implementation, release, and post-launch analysis.

What are we looking for?

Professional experience in Game Design, Economy Design, Systems Design, or a similar role.

Good understanding of game economies, progression systems, rewards, resource flows, and player motivation.

Strong numerical and analytical skills and confidence working with probabilities, expected values, and balance parameters.

Experience using spreadsheets to perform calculations, build balance models, and work with game economy data.

Understanding of free-to-play and live-service game design and the relationship between economy, engagement, retention, and monetization.

Experience with game analytics and BI tools, including the ability to define analytical questions, interpret results, and use data to support design decisions.

Ability to evaluate design decisions from both the player experience and broader product perspective, including their impact on engagement, retention, monetization, and the game economy.

Ability to clearly explain calculations, assumptions, and design decisions to other team members.

Ability to independently handle well-defined design and balancing tasks, ask the right questions when requirements are unclear, and bring tasks to completion.

Willingness to work with complex existing systems, understand their dependencies, and gradually take ownership of larger areas.

Good written and spoken English.

What additional skills will help you stand out?

Experience conducting post-release analysis, experiments, or A/B tests and translating their results into design changes.

Practical experience using AI-assisted tools to improve productivity and solve design tasks, with the ability to critically validate their output.

Experience working on an established game with a complex existing economy and interconnected systems.

Work mode

Onsite during the trial period.

Hybrid (3 days of work from the

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