

MOBILE LEAD GAME DESIGNER
COMPANY INTRODUCTION
Ocellus Games
Ocellus Games is the new game development studio from Ocellus Group. We are on the lookout for seniors developers who wants to build the next generation of games in a human sized, very independent team setup. Ocellus Games teams will decide what games to make, how to make it and when to launch it or kill it. Whatever it is on Mobile, PC or consoles.
Our awards-winning Art Services, Ocellus Services, allows our game development teams to stay small, fully independent and focus on making great games. Our game development teams will have access to the same artistic production quality as the one we provide to our partners Supercell, Epic or Square Enix to name a few.


JOB DESCRIPTION
We are looking for an experienced Lead Game Designer, highly motivated, collaboration-orientated, to truly own the game design of our upcoming game. You are able to work within a truly independent team set up who believe in each other skills and passion.
As a Lead Game Designer, you will have responsibility and accountability for the design, implementation and delivery of the systems and design architecture of the game.
- You are an expert in multiple areas of game design and in applying UX principles to game design. You can act as a resource for colleagues with less experience.
- Working with the game development team to translate the vision into highly engaging and highly performing features.
- Proactively identifying and addressing problems and opportunities in the design of the game.
- Maintaining the highest possible levels of design quality, while respecting technical limitations and performance targets.
- Documenting, communicating, and gathering internal feedback on the game features and systems throughout the development process.
- You understand the importance of Live operation.

REQUIRED SKILLS
- Strong Game design experience in the free-to-play industry.
- Deep understanding of free-to-play economies and meta games.
- Analytical and system design skills.
- Strong documentation skills.
- Confidence and experience to self-manage in an independent team setup.
- Experience concepting and creating a game and/or features from first ideas.
- Able to create an accessible UX for everyone. We target a wide audience.
- Able to work in a small collaborative and bubbling environment, open to ideas and discussions with other departments (devs, art, production, etc.).

WHAT IS OUR PROJECT ?
An innovative, peaceful Sim/Adventure where you build your own place, taking care of your ecosysteme, environment and animals.
We want to create a game using the 70/20/10 rule. We don’t waste time reinventing the wheel, we use market proven features first, then we innovate be creating value for our players and explore new bold ideas that could become big. That’s why we’re looking for a strong core gameplay loop which has already proven to be working and to be exciting. Then, we want to freely explore innovative/disruptive ideas and mechanics/features that will make our game unique and keep players feeling engaged in the long run.
We believe that there is lot of space to innovate in the cooperative/multiplayer aspect of the genre as well as player representations and social interaction. We want to design a peaceful game experience, where players builds their own place, piece by piece, in harmony with the surrounding environment. Focus on non-stressful gameplay, interacting with other players, NPC characters, animals and the environment.
We want to design true, best in class, live operation with lots of regular events in the game where players have plenty of things to choose from and invest in moments of “human interactions” with NPCs and other players.

PILLARS
DESIGN A PEACEFUL AND FULFILLING GAME EXPERIENCE
Able to design a peaceful game experience, building your own place piece by piece in harmony with the surrounding environment. Focus on non-stressful gameplay, interacting with characters, animals and the environment. We want to avoid frantic gameplay.
DESIGN A SOCIAL, MULTIPLAYER AND COLLABORATIVE EXPERIENCE
Able to design a strong collaborative experience, without minimizing the solo experience. However, the multiplayer experience should definitely stand out and bring a whole new dimension of fun to the game. It’s about building a core audience who sticks around because of regular events, social features and because friends are playing the game.
DESIGN GRATIFYING "ROUTINE" MECHANICS :
Able to find a rewarding and addictive gameplay loop revolving around routine chores satisfying to execute (harvests, expansion, breeding, etc...). These mechanics should be cohesive with the peaceful identity of the game.

COLLECT EVERYTHING, EXPAND :
Able to design a strong collection-focused gameplay, based on unlocking and finding new elements. Focus on “leveling-up” your place: always something to unlock, to improve, to discover, to customize. Create the drive to unlock and complete everything !
A CUSTOMIZABLE PLACE :
Help us design customization mechanics to create a unique place to each player.
A NARRATIVE EXPERIENCE
The game experience must revolve around strong emotional attachment toward iconic characters, wild animals and the environment of the game.
TRUE LIVE OP
We want to design a game that lives for decades. When we say Live OP we don’t mean the mandatory halloween and Christmas events, we are talking about Game as Service, with regular and daily events in the game where players have a plethora of things to choose from and never get bored or feel repetitiveness.

CULTURE
- La creme de la creme - We are obsessed with excellence and seek to embody it, we never compromise on quality
- Small and bold - We believe in human size, agile and truly independent teams
- Anyone can cook - We value ideas over hierarchy. Great ideas can come from anywhere so we care about each other opinions
- Through learnings we grow - We have a constant and endless appetite for learning
PERKS
- Flexible hours - Employees are given the trust, freedom, and flexibility to manage their personal and professional lives.
- Lunch coupon card - We are in France, this one is a must
- Ocellus House full access - Play rooms, Cinema room, events, masterclasses and receptions !
- Team events - Team buildings and parties !
- Remote friendly - We are flexible with your location and work balance between office and home
- You do you - Team members decide how they wish to perform their tasks and have the possibility to openly share their ideas, develop new processes, and test concepts.
- Common sense - Fewer rules and more common sense. Processes sometimes can be appropriate, but often they slow things down. Fewer rules are liberating for people and autonomy leads ultimately to better games.
- Information Belongs to Everybody - Ocellus Games Company data will be available to everyone in the whole company. The more informed we all are, the more conscious decisions we can make and the more ownership we feel towards Ocellus.