Senior Product Designer


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Our team

Guerrilla's Decima Engine team is on a mission to create beautifully-crafted content authoring tools that meet the needs of world-class content creators and developers. Our Product Design department is responsible for the proprietary Decima Engine and tooling ecosystem.

Decima is used both at Guerrilla and by hundreds of artists and designers externally to develop some of the world’s most extraordinary open-world games. It's a comprehensive native desktop application encompassing a 3D and 2D world editor, asset browser, node-based editors, a sequencer timeline, review tools, localization, and sound design pipelines. Discover more about the Decima Editor here, here, and here.

About the Role

Our users are at the top of their respective crafts, and they expect tooling that is too. As a Product Designer on Decima you will contribute to all aspects of the end user experience. You will lead discovery and understanding efforts to inform our product strategy, create well-crafted interactions and visuals for tools and features within the Decima ecosystem, and cooperate widely to cultivate best-in-class processes. You will be highly collaborative, spending the time and effort to understand our business and technology goals so you can better deliver long term and scalable product solutions for our users.

You will lean on your design expertise, diplomatic influence, and creative problem-solving to deliver elegantly simple user experiences for complex game and entertainment workflows. You will own and lead the Product Design discipline for Decima, including scaling the team and capability as the user base grows. This role would best suit someone with experience designing for Digital Content Creation (DCC) tools, game engines, and/or creative enterprise applications.

Responsibilities

As Senior Product Designer at Guerrilla, we will look to you to: 

  • Define and own the Decima Design System, defining new foundations, patterns, and components, then working closely with developers to ensure what you’ve developed is adopted.
  • Define and own key content creation workflow projects, developing a deep understanding of specialized users, then working with cross-functional team members to create and prioritize new tools and features to support these workflows.
  • Define and own the Decima product design process, culture, and collaborative influence at Guerrilla and Sony.
  • Represent and advocate for product excellence across the whole organization.
  • Work within large, ambiguously scoped projects, leading them from understanding, through definition, to realization and delivery for our users.
  • Help level up design knowledge and culture across Decima by providing education and assistance to our cross-functional partners.

Who you are

We'd love to hear from you if you have: 

  • Robust, demonstrable experience designing for creative software products (Digital Content Creation/DCC Tools, Software Development Tools, Game Engines)
  • Bachelor's degree in Design, Human-Computer Interaction, Computer Science, a related field, or equivalent practical experience.5
  • 6+ years of experience in product design or UX.
  • Experience driving complex product alignment.
  • Experience collaborating with product development teams.

Plusses:

  • Experience leading and working with various design specializations (Research, writing, visual design, motion design, etc).
  • Experience fostering design communities outside of your traditional team structure.

Interested?

If you think you’re up for the challenge and excited to contribute to a growing product design team, you can apply by hitting the “apply now” button. Be sure to submit a CV, cover letter, and a portfolio.

Please note: This position is based in our studio in the heart of Amsterdam. Guerrilla offers relocation and immigration support. 

 

 

At Guerrilla, we believe that our team’s varied backgrounds, experiences, and perspectives help us create games that resonate with a diverse audience.

As an equal opportunities employer, we strive to create an inclusive environment, empower employees and embrace diversity.

We encourage everyone to respond as we consider all candidates on the basis of their merit, unique strengths, and perspectives they will bring to the role.

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Frequently asked questions

 

Q: Does Guerrilla offer remote positions?

A: Unless stated otherwise, our vacancies are based on-site, in our studio in Amsterdam. For qualified candidates, we offer visa, permit, relocation and immigration support. Depending on role, we do offer hybrid work models allowing our employees to work from home one or more days per week.

Q: I don't have any work examples. Can I still apply for a job?
A: It's essential that you can prove to us that you have the necessary skills for the job. Rushing into an application without supplying the required materials won't leave a good impression. In general, it's a good idea to put together an excellent portfolio before you start applying for jobs.  

Q: I have no experience in the games industry. Can I still get a job with you?
A: Games industry experience is certainly a bonus, but it's not always necessary. It's important to put together an excellent portfolio that demonstrates your skills and your understanding of the game development process.  

Q: I applied for a job with you, but I haven’t heard back. What happens now?
A: We aim to respond to all applications within three weeks. Due to the volume of requests, this sometimes takes a little longer. If you have not heard from us within three weeks, your application was most likely unsuccessful.  

Q: How can I arrange a job interview with you?
A: We receive so many applications that we are only able to arrange interviews with the most suitable candidates. It's important that your application stands out from the crowd. Go ahead, impress us!  

Q: I'm considering working at Guerrilla in the future. Is it possible for me to come for a tour of the studio?
A: Because of the confidential nature of the projects that we are working on, we cannot allow visitors into the studio. The most impressive job applicants will be invited for an interview, and will have an opportunity to visit some of the development areas.  

 

Q: I'm a university student looking for a company that can help me with a (master) thesis assignment. Can we arrange a meeting to look at the different possibilities?
A:We like to help out with university level assignments when we can! However, due to time constraints and deadlines this isn't always possible. Please send a brief e-mail outlining the aims of your assignment and what input you would need from us. We'll let you know if we are able to help you.  

Q: I'm a high school student and I have to do a school assignment on media and entertainment. Can I make an appointment for an interview with one of your employees to discuss this?
A: Due to the sheer number of requests we receive, we regret that we are unable to participate in interviews with school students.  

Q: I have a great idea for a game. How can I submit it to you?
A: All of our game concepts are developed by our internal designers, in conjunction with our publishers. It is company policy not to accept game concepts from third parties.  

Q: I'm still in school and I want to get a job in games in the future. What kind of education and skills do I need to achieve this goal? Can you provide me with information on the schools that teach this discipline?
A: The skills required to work in the games industry are very broad, as there are many areas in which you can work. In development there are roles in art, animation, programming, design, and project management. Other industry roles include sales, marketing, PR, and testing. The most important thing is to get an education in subjects that you enjoy and that you are good at. Your career adviser should be able to give you guidance as to which careers are suitable for an individual with your particular skills.  

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