
Technical Game Designer - Space Engineers 2
We are looking for a Technical Game Designer to join our team working on Space Engineers 2, currently in Early Access.
We care deeply about how our game feels. While creativity is important at this stage of the project, this role is primarily focused on implementation and execution - bringing designed systems and content into the game in a polished, player-ready form.
You will play a key role in shaping the player experience by turning ideas, concepts, and systems into functional, balanced, and enjoyable gameplay.
This role can be fully remote or based in our Prague HQ. While we offer a fully remote setup, candidates must be located within European time zones.
We offer flexibility, ownership, and the opportunity to leave your mark on one of the most technically ambitious sandbox engineering games ever made.
Required profile
- Strong experience in game design (PC/console), preferably on complex, systems-driven games (at least 5 years).
- Proven ability to implement content using editors and internal tools
- Good understanding of gameplay balance and player experience
- High attention to detail and quality
- Ability to work with incomplete or evolving systems
- Strong familiarity with Space Engineers from a player’s perspective.
- Be able to communicate with other departments in a goal oriented manner to solve issues
- Be able to self organise tasks and deliver without much oversight
- Be able to deliver under pressure & deadlines
Nice to have
- Experience with Jira or similar project management tools
- Experience with Perforce (or similar version control systems)
- Experience working with various game engines, including custom ones.
- Ability to understand technical documentation and instructions
- Comfort working in Early Access / unfinished environments
Key responsibilities:
Main editor & implementation tasks
- Implement game content using internal editors and tools (in-house engine VRAGE3):
- Setting up blocks
- Creating templates
- Configuring sub-parts
- Setting up dummies and highlights
- Preparing basic animations
- Balance gameplay values in the editor:
- Ore spawning rates
- Economy costs
- Contract rewards
- Random loot
- Configure localization strings
- Set up screens, menus, and populate them with content
- Configure particle effects on blocks
- Create and balance encounters and contracts
- Balance destruction and damage systems
Game Design & UX Tasks (Minor part of the role)
- Contribute to feature and system design when needed
- Support UX/UI design through blockouts and layouts
- Help improve player flow and usability
Note: This role is primarily implementation-focused. System design is a smaller part of the job.
What we value:
- Hold yourself to A-player standards
- Speed, clarity, and ownership - we expect results, not status updates
- Prototyping mindset - test things quickly, iterate fast, and only polish what works
- Direct communication and execution - no politics, no hiding behind blockers, no red tape
What you’ll find at Keen Software House:
Impact
- Leave your mark on one of the most technically ambitious sandbox engineering games ever made.
- Join an international team tackling hard problems
How we work
- Hybrid by default: work from home when you want
- Low bureaucracy, fast decisions
Time off & wellbeing
- 5 weeks’ vacation
- Flexible sick leave
Workspace
- Modern offices at Oranžerie, Prague — quiet focus zones, beautiful garden, great daylight, quality equipment, bike storage, gym and shower, fully stocked kitchen, lunches prepared by our private chefs
Community
- Regular team breakfasts, workshops, and relaxed meetups (BBQ, game nights, parties, teambuildings)
Learn more about our studio from our Lead Game Designer, Gerd Fankhaenel.
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