BENGALURU · FULLTIME
Product Designer

M-League
Bengaluru · onsite · Posted 9d ago
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Section · 01
About this role
Own design across both halves of MPL: the games players compete in and the platform that wraps them. You move fluidly between tuning a gameplay moment and redesigning a deposit flow, between delight and clarity, and between excitement and trust. This dual fluency is the point of the role. Game-only designers can make platforms feel like casinos; platform-only designers can make games feel like forms. You do both.
The candidate will have responsibilities across the following functions:
Game Experience Design:
- Design in-game experiences: game boards, HUDs, scoring feedback, streak and multiplier moments, and win/loss reveals.
- Craft emotional beats: anticipation, near-miss, and celebration.
- Game feel is a design deliverable, not an art afterthought.
- Balance excitement against fairness perception. In a real-money product, every celebration must feel earned, and every loss must feel legitimate.
- Partner with game teams on new titles and format variants, from concept to live.
Platform Feature Design:
- Own platform surfaces: lobby and navigation, wallet and add-cash, offers and store, profile and progression.
- Design the meta layer: Leagues, Missions, Collections, and Tournaments.
- Create progression systems that are easy to understand and visibly rewarding.
- Make money flows feel safe: deposits, withdrawals, balance states, and failure messaging designed to build trust under real stakes.
- Design for LiveOps: create templates and component systems that allow events, offers, and seasonal themes to launch through configuration rather than redesign.
Systems and Craft:
- Maintain and evolve the design system across games and platforms, including tokens, components, and motion standards.
- Specify designs precisely, including states, edge cases, empty and error states, and animation timings, so engineers can build from your files without a meeting.
- Prototype to decide: create high-fidelity interactive prototypes for gameplay moments and flows before committing engineering resources.
Evidence Loop:
- Define success metrics with the Product Manager before design starts, including conversion, adoption, completion, and error rates.
- Run and interpret usability tests, funnel data, and A/B test results. Iterate based on evidence and defend design decisions with data.
- Audit live experiences regularly: play the product, identify what is broken, and fix what is confusing.
Requirements:
- 4-8 years in product design, with shipped work across both games or game-like products and platform/app features. Portfolios covering only one of the two will not clear screening.
- Mobile-first design craft: designing for thumbs, small screens, and three-second comprehension.
- Strong systems thinking: components, states, and scalability, not just beautiful screens.
- Motion and interaction fluency: ability to design and specify game feel, transitions, and celebration moments, not just static layouts.
- Figma mastery, including prototyping, with strong handoff discipline.
- A portfolio is required with the application. Show the thinking, not just the output: problem, constraints, iterations, and measured results.
Good to Have:
- Real Money Gaming (RMG), Free-to-Play (F2P), casino, fintech, or trading app experience, especially designing for money and trust.
- Experience designing progression or reward systems, such as battle passes, leagues, loyalty, and streaks.
- Basic motion tooling knowledge (After Effects, Lottie, Rive) or close collaboration with motion designers.
- Familiarity with experimentation-driven design, including variant design and feature-flag-friendly components.
- Illustration or visual development sensibility for game-facing work.
Mindset:
- Player empathy and unit-economics literacy: You care about how the experience feels and what it converts.
- Ego-light iteration: Your design is a hypothesis, and the data gets a vote.
- Speed with intent: Ship the 80% version with instrumentation rather than polishing in a vacuum.
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Section · 02