Keen Software House

Germany (Remote)

Senior UX Designer (Space Engineers Franchise) at Keen Software House

REMOTE SENIOR
Posted 2 days ago
Keen Software House logo

Company snapshot

Keen Software House

Keen Software House is an independent game development studio in Prague, creating science-based games like Space Engineers and Medieval Engineers, using their VRAGE engine to emphasize realistic environments.

E-commerce Video Games Information Technology & Services Technology
HQ
Hlavní město Praha, Czechia
Team size
11-50
Founded
2010

Quick Summary

Role Overview

Keen Software House is seeking a Senior UX Designer to work on the Space Engineers franchise. You will transform complex sandbox mechanics into intuitive player experiences while collaborating with cross-functional teams. This role requires a hands-on approach to solve usability challenges in technically ambitious simulation games.

Key Responsibilities

  • Take ownership of UX across both Space Engineers and Space Engineers 2
  • Identify player friction and usability problems to propose practical improvements
  • Collaborate with game design and engineering teams from early concept stages
  • Translate complex systems into clear player flows and navigation patterns
  • Create user flows and wireframes to validate solutions before development
  • Use playtesting and analytics to guide iterative design and validate solutions

Requirements Snapshot

  • Five or more years of professional experience in game UX design
  • Proven track record of designing UX for shipped PC or console titles
  • Strong portfolio demonstrating user flows and iterative design processes
  • Proficiency in Figma or equivalent tools for wireframing and prototyping
  • Experience designing for complex systems like inventories and building mechanics

Expected Impact

You will bridge the gap between deep engineering complexity and player accessibility to ensure ambitious systems remain intuitive. By establishing consistent UX principles and reducing friction, your work will directly enhance player satisfaction and retention across the studio's major titles.

A DesignJobs.World summary of the employer's posting, written to highlight scope, requirements, and fit (AI-assisted, human-reviewed). For full details, see the description below.

Job Description

At Keen Software House, we develop large-scale sandbox simulation games like Space Engineers 1 and Space Engineers 2, built around engineering, construction, destruction, physics, emergent gameplay, and player creativity, together with the proprietary technology that powers them.

We are looking for a Senior UX Designer to join our international team working across Space Engineers and Space Engineers 2.

Space Engineers is a complex sandbox game built around engineering, construction, exploration, survival, and player creativity. That complexity is part of what makes the game unique - but it also creates significant UX challenges.

We are looking for someone who can take real ownership of how players interact with our systems, identify usability problems, and turn complex mechanics and information into clear and intuitive player experiences.

Because we are a relatively small team, we are looking for a hands-on and versatile UX Designer who can contribute beyond UX theory, wireframes, and documentation. Strong UX expertise is the foundation of the role, but ideally you also bring visual/UI design skills or, alternatively, experience with technical UI prototyping, integration, or implementation. Visual/UI design is particularly valuable for us given the current composition of the team.

You will work closely with Game Design, Art, Engineering, Production, and QA, helping shape both existing and new features from early concepts through to implementation.

We expect you to act as a proactive UX partner - identify friction, challenge existing solutions when needed, test assumptions, and help us establish stronger UX principles across both games.

While our studio is based in Prague, we offer the flexibility to work remotely (CET +/- 2 hours).

If you enjoy challenging work, autonomy, impact, and responsibility, come and join us

Required profile

5+ years of professional experience as a UX Designer, Game UX Designer, or similar role, with significant experience working in the video game industry on PC and/or console gamesProven experience designing UX for shipped video games, ideally across multiple features or systemsStrong portfolio or case studies demonstrating your UX process, including problem definition, user flows, wireframes, prototypes, iteration, and final solutionsHands-on approach to UX design, with experience in at least one adjacent discipline that allows you to contribute beyond UX documentation – ideally UI/visual design, or alternatively technical UI prototyping, integration, or implementationStrong understanding of interaction design, information architecture, user flows, usability principles, navigation systems, and information hierarchyExperience working on sandbox, simulation, strategy, management, or other systems-heavy gamesStrong experience designing UX for complex and interconnected game systems, such as inventories, building systems, crafting, progression, control schemes, or similar mechanicsAbility to make complex mechanics and information understandable and intuitive without removing their depthStrong wireframing and prototyping skills using Figma or equivalent toolsExperience creating and evolving UX/UI design systems, interaction patterns, and reusable component librariesExperience designing UX for both mouse & keyboard and controller-based interactionExperience validating UX solutions through usability testing, playtesting, player research, player feedback, analytics, telemetry, or similar methodsKnowledge of accessibility principles in game UXStrong design judgment – able to identify usability problems and their root causes, propose practical solutions, and explain design decisions using player needs, evidence, and clear reasoningAbility to work effectively with Game Design, UI Art, Engineering, Production, and QA, understand technical and production constraints, and incorporate them into UX solutionsProactive and self-driven, with the ability to work independently, iterate quickly, receive feedback, and adapt solutions when neededFluent English, spoken and written Shares and upholds our High Standards

Nice to have

Strong visual/UI design skills, including typography, layout, iconography, visual hierarchy, and the ability to take UX concepts through to polished, production-ready interface designsExperience creating or adapting UI assets and working within an established visual language or art directionExperience implementing or integrating UI directly in a game engine or proprietary engineExperience combining UX design with UI/visual design and/or technical implementation within the same roleExperience working on live games and improving established systems without disrupting existing player workflows or expectationsExperience working on sci-fi, simulation, engineering, or other technically oriented games

Key responsibilities

Report to the Production Director and be part of a Game design teamTake ownership of UX across Space Engineers and Space Engineers 2, covering both existing systems and new featuresIdentify player friction and usability problems, understand their root causes, and propose practical improvementsWork with Game Design, UI Art, Engineering, Production, and QA from the early stages of feature development to shape solutions that balance player needs, game design intent, visual clarity, technical feasibility, and production constraintsTranslate complex mechanics, systems, and requirements into clear and intuitive player experiences

Define and improve:

player flows and navigationinformation architecture and interaction patternsmenus, HUD, and in-game interactionssystem feedbackonboarding and discoverabilityCreate user flows, wireframes, prototypes, and UX specifications, exploring and validating solutions early before significant development time is investedTake solutions beyond UX documentation where appropriate to your skill set – whether through polished UI/visual design, high-fidelity prototyping, or contributing to UI integration and implementationUse playtesting, player feedback, analytics, telemetry, and other available evidence to validate solutions and guide iterationFollow UX solutions through development, review implementation, and help ensure the intended player experience is preserved in the final productEstablish and evolve consistent UX principles, interaction patterns, and design systems across both gamesClearly communicate UX problems, design decisions, and trade-offs to stakeholders using evidence, player needs, and clear reasoningBalance usability with game depth, technical limitations, development cost, existing player expectations, and long-term maintainabilityHelp improve UX practices across the wider development team and ensure UX is considered throughout development rather than treated as a final review step

What we value

Hold yourself to A-player standardsPlayer-first thinking without oversimplification – make complex systems understandable while preserving the depth that makes Space Engineers uniqueHands-on, versatile design – UX should not stop at diagrams or recommendations; be comfortable turning ideas into tangible solutions and contributing beyond a narrowly defined UX role when neededProblem solving over screen production – understand the underlying player problem before designing the interfaceSystems thinking – understand how individual interactions connect to the broader player experienceStrong judgment and prioritisation – recognise where UX problems have the greatest impact, understand trade-offs, and focus effort where it matters mostClarity over cleverness – favour solutions that players can understand naturally, without unnecessary complexityIteration over attachment – explore quickly, test assumptions, take feedback well, and change direction when a better solution emergesOwnership and proactivity – do not wait for perfectly defined UX problems; identify what needs to be solved and help drive it forwardEvidence over opinion – use player behaviour, usability principles, testing, and clear reasoning rather than personal preferenceClear and direct communication – explain UX problems, decisions, and trade-offs clearly and challenge ideas constructively

What you’ll find at Keen Software House:

Impact

Leave your mark on one of the most technically ambitious sandbox engineering games ever made.Join an international team tackling hard problems

How we work:

Hybrid by default: work from home when you wantLow bureaucracy, fast decisions

Time off & wellbeing

25 days of annual leave.Flexible sick leave.

Workspace

Modern offices at Oranžerie, Prague - quiet focus zones, beautiful garden, great daylight, quality equipment, bike storage, gym and shower, fully stocked kitchen, lunches prepared by our private chefs

Community

Regular team breakfasts, workshops, and relaxed meetups (BBQ, game nights, parties, teambuildings)

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