Principal Technical Designer
Scopely · US - United States
About this role
## Scopely — Principal Technical Designer Scopely is looking for a **Principal Technical Designer** to join our design organization **remotely within the US** or **hybrid** in our **Culver City** hub. ### What you will do - **Own the content workflow experience** for game designers—from first idea through live content—raising it to a standard where authoring is fast, safe, and enjoyable. - **Bridge game designers and the full data stack**: turn designer pain points into clear, prioritized requirements for **Tools, Engine, and Infrastructure**, and translate constraints back into practical guidance. - **Measure how designers work today** (iteration time, hand-offs, engineer-assist requests, content defects) and remove major sources of friction. - **Partner with Tools, Engine, and Infrastructure** to specify authoring tools, data schemas, validation, and delivery—acting as the first and most demanding user during prototyping and rollout. - **Build technical foundations** designers rely on: reusable templates, data architectures, and scripts that let designers create and tune content without code changes. - **Own content architecture across projects**: define how content is structured, authored, versioned, and delivered so teams share one coherent model. - **Define and enforce authoring standards** (naming, data structure, documentation, review) with validation that catches errors at authoring time—not in QA or live. - **Set workflow and tooling strategy** for the design organization and shape the roadmap with Tools, Engine, and Infrastructure leadership. - **Serve as craft lead for technical design**: set discipline standards and hiring bar, mentor designers/technical designers, and lead transitions to new tooling. - **Form embedded cross-discipline workflow teams** (design, tools, engineering) focused on highest-friction workflows; partner with Art, UX, QA, and Live Ops to ensure pipelines hold from authoring through release. - **Envision scalable content workflows** for a large live-operated game—balancing quality, velocity, and cost. ### What you will need - **8+ years** in technical design, systems design, or tools-facing design roles on shipped games. - Proven experience partnering with **tools, engine, and backend teams** to define authoring tools, content pipelines, or data-driven workflows end to end. - Track record of **measurably improving iteration time or content throughput**, including leading cross-discipline workflow efforts at scale (embedded teams, tooling migrations, or content architecture). - Strong **scripting and data skills** (e.g., Python, C#, Lua, visual scripting, spreadsheets, JSON, SQL) and the judgment to know when to build/configure vs. ask Engineering. - Deep understanding of **data-driven design**: config tables, schemas, templates, validation, and how data is consumed by the engine and stored/delivered by the backend. - Experience on **live-operated or content-heavy games** where both velocity and quality matter. - Strong communication and ability to set standards/priorities across multiple teams without direct authority. ### Bonus points - Experience building/owning **internal authoring tools**, or designing workflows for creator/user-generated-content tools. - Experience working directly in **Unity** (custom editors, data-driven asset workflows). - **3+ years** working in **Free to Play**. - Experience on **cross-platform** products and **console/PC** games. ### Location / Pay transparency - **Remot
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