UX Designer at LinkedIn
Lowa, Buri Ram, Netherlands -
Full Time


Start Date

Immediate

Expiry Date

25 Dec, 26

Salary

551243.0

Posted On

26 Sep, 26

Experience

8 year(s) or above

Remote Job

Yes

Telecommute

Yes

Sponsor Visa

Yes

Skills

Industry

Information Services

Description
  • Wireframe and prototype features in Figma, from rough flows through to detailed screens that developers and artists can build from.
  • Run user research: moderated and unmoderated tests, surveys, and other sources that can help answer the question in front of you.
  • Build and maintain UX design systems and patterns, and keep them coherent across the games you work on.
  • Review feature specs and roadmap plans from a user experience angle, early enough to influence them, and say clearly when something is going to confuse or frustrate players.
  • Work with game designers and PMs on the shape of a feature, not just the screens it ends up needing.
  • Balance your time across projects and be transparent about what you're prioritising and what you're not.
  • Look at how competitors and games outside our genre solve similar problems, and bring back what's useful.
  • Partner with artists on handoff. You define structure, hierarchy and flow, they take it to final art.


How To Apply:

Incase you would like to apply to this job directly from the source, please click here

Responsibilities
  • Wireframe and prototype features in Figma, from rough flows through to detailed screens that developers and artists can build from.
  • Run user research: moderated and unmoderated tests, surveys, and other sources that can help answer the question in front of you.
  • Build and maintain UX design systems and patterns, and keep them coherent across the games you work on.
  • Review feature specs and roadmap plans from a user experience angle, early enough to influence them, and say clearly when something is going to confuse or frustrate players.
  • Work with game designers and PMs on the shape of a feature, not just the screens it ends up needing.
  • Balance your time across projects and be transparent about what you're prioritising and what you're not.
  • Look at how competitors and games outside our genre solve similar problems, and bring back what's useful.
  • Partner with artists on handoff. You define structure, hierarchy and flow, they take it to final art.


Loading...