You'll be Pebble's first game designer, responsible for defining how an AI-powered world actually feels to play.
Designing the exploration systems, pacing, and progression mechanics that make kids want to come back, not through dark patterns, but through genuine curiosity and a deepening relationship with an AI companion character.
Working at the intersection of game design, child development, and generative AI, building design frameworks from scratch in a Godot 4 environment where the content is procedural and the interactions are voice-driven.
Requirements
Shipped at least one game or interactive product where you owned core design decisions: progression, pacing, systems, or economy design.
A portfolio or body of work that demonstrates systems thinking: you can show how you designed rules that produced emergent player behaviour, not just authored fixed content.
The ability to prototype quickly and iterate based on playtesting, not just theory.
Strong design communication skills. You can write a clear design doc, argue for a mechanic, and explain your reasoning to engineers and non-designers without hand-waving.
You're comfortable with being the first designer. There's no existing design language, style guide, or established framework. You'll be making foundational calls with incomplete information and revising them as you learn.
Providing a strong input on the visual side. You have a strong visual eye and opinions about art direction
Designing for an audience that isn't you. Our players are 6–10 years old. You don't need a background in child development, but you need genuine curiosity about how kids think, play, and learn.
Working with generative systems. Much of Pebble's content is procedural and AI-driven, which means you're designing constraints, rules, and possibility spaces rather than hand-crafting every encounter.