What the work actually involves
Despite the "Engineering" title on the platform, this is a game design brief. You act as the domain authority in a structured content-production pipeline: you define a player persona, confirm the scope of the recipe (Turing's term for a task template), then co-lead a simulated interview where you supply the underlying mechanics — progression curves, XP and reward balance, quest and board logic. From there you ground the "golden metaplan": the reference specification against which model outputs are judged. You validate the leveling formulas, check the reward economy for inflation or dead zones, verify game-state transitions, and direct visual and domain fit while a builder/canvas tool iterates. The final step is a sign-off that the mechanics are balanced and engaging by the standards of real practice, not just internally consistent.
A practical consequence of that pipeline: you must be able to express your mechanics as deterministic spreadsheet logic. If your leveling curve only exists as intuition or as tuning done live in an engine, it cannot be used as a grading reference. Expect to produce formulas someone else could reproduce cell-by-cell.
What the screen looks for
- Verifiable systems experience. Three-plus years designing game systems — RPG progression, reward loops, gamification — in a studio, indie, or serious-games context. Named projects and the specific systems you owned carry more weight than job titles.
- Numeric fluency, not vocabulary. Expect follow-ups asking for actual curve shapes, coefficients, soft-cap placements, and how you detected a broken economy.
- Evaluation judgment. Tasks include comparing multiple chatbot outputs and writing a final assessment. The screen probes whether you can separate plausible-sounding design from mechanically sound design, and justify a ranking in writing.
- Comfort defining the reference, not just reacting. The metaplan is yours to ground; candidates who only critique tend to stall.
Logistics
Fully remote and asynchronous, structured as a defined number of evaluation tasks rather than a weekly commitment, over a stated 16-week duration. Pay is undisclosed on this listing; Turing typically sets rates per-task or hourly at offer stage, so ask for the task-level rate and expected time-per-task before accepting. Note the listing's perks section mentions accounting and finance, an artifact of a reused template — the substantive requirements are the game-design ones.