Game Design Researcher
We’re hiring a Game Design Researcher to shape the systems at the heart of our Minecraft network. The role sits where design craft meets research: economies, progression, and quests players will live in for years.
What you’ll work on
- Core systems design: economies, markets, and sinks; progression and pacing; quests and content; the player experience that ties them together
- Simulation-driven design: testing systems against simulated player populations before players ever touch them
- Live balance: post-release, every balance change a hypothesis, and real play the experiment that settles it
- Agent methods: multi-agent RL and LLM-driven agent societies in simulated MMO-style economies — populations that play, trade, specialize, and find the exploits before players do
Who we’re looking for
- Systems intuition: built in sandbox and MMO economies, or in economics, complex systems, or games research — what matters is reasoning well about players and incentives
- Design sensibility across economy design, progression, quests, and player UX — able to articulate why a system feels good, not just that it does
- Analytical rigor: comfortable reasoning quantitatively about game systems, from back-of-envelope EV math to building small models
- Fluency working with AI agents: directing them through research and modeling work for real leverage, reviewing their output with a critical eye, and knowing when a problem deserves your own head
Nice-to-haves
- Minecraft literacy: fluent enough in the game and its player culture to hold your own in a design discussion
- The design literature: game balance, virtual economies, virtual worlds, player motivation, game analytics
- The agent literature: generative agent societies, open-ended game-playing agents, memory and reflection architectures
- Simulation and agent methods: agent-based modeling, economic simulation, RL and reward design, LLM-based agents
- Python and the data stack: modeling, statistics, causal reasoning, large gameplay datasets
- Live-game balance: tuning a game in response to how it’s really played
- Economics: market design, incentives, monetary policy in closed economies
- Content design: quest writing, tutorialization, onboarding