[REMOTE] Senior LiveOps Developer - Mobile Games
CrazyGames · Remote – worldwide
- Salary
- Not stated
- Posted
- 12h ago
- Source
- Himalayas
Job description
Senior LiveOps Developer - Mobile Games
Remote - Full Time
CrazyGames , one of the world's largest browser game platforms with over 60 million monthly active users, is doubling down on its IP portfolio. We own the games we publish, and we treat each one as a live product rather than a finished project.
We're looking for a Senior LiveOps Developer who has already done this on mobile. Someone who has taken a title through soft launch and global launch, knows which live systems need to exist before you scale UA behind a game, and can build them.
This is a hands-on development role. You'll write the code for the events, the progression systems, the offers, the economy and the remote config that keep a game growing. You'll also be the person who looks at a game's numbers and says what should ship next and why, because you've run this playbook before at a mobile publisher.
What this role is not: greenfield game development, or working through a feature backlog someone else wrote. You'll be inside existing codebases almost all of the time, on games that already have players, and you'll be the one deciding what those games need.
Key outcomes for the role
• Within 1 month , you've onboarded to one of our live published titles, gotten comfortable in its codebase, shipped your first live update to production on web and mobile, and given us your first read on what that game's LiveOps setup is missing.
• Within 3 months , you own the LiveOps roadmap for at least one title. You've set an update cadence, shipped a meaningful live system (event framework, progression, offers, remote config, economy tuning), and we can see the effect in retention or monetization.
• Within 6 months , you've taken a title through the run-up to global launch. The live systems, the event calendar, the balancing and the tooling are in place before UA scales behind it, and you decided what belonged there.
• Within 12 months , LiveOps is a repeatable system across our IP portfolio rather than something that depends on you personally. Multiple live titles run in parallel on the cadence, tooling and playbook you put in place.
On a typical day you might
• Look at retention, session length, ARPDAU and conversion for a live title, and decide what to build next.
• Ship a seasonal event, content drop or offer to one of our live IP games on web and mobile.
• Build the live system behind it: event framework, remote config, A/B test, progression or economy change.
• Dive into an unfamiliar codebase to plan how a new system slots in without breaking what's already there.
• Tell us a game is not ready for global launch yet, and what has to exist first.
• Design and implement a new game mode, progression system or monetization hook tailored to the genre.
• Align with the Publishing team on the LiveOps roadmap and prioritization across titles.
• Maintain clean Git history, write down what you did, and make sure the next update is easier than the last.
What we offer
• Join a rapidly growing publishing team at a company with 50M+ monthly users and proven platform reach.
• Make a real impact by directly shaping the games millions of people actually play, week after week.
• A lot of responsibility and freedom. We hire only experts and trust them to deliver excellent results.
• Flexible working hours and location. The results are what counts!
• 1 to 2 team weeks per year. We pay for flights and accommodation so you can have fun with the team.
• The opportunity to play games and claim it's work.
Requirements
You're a great fit if you
• Have 2+ years running LiveOps on shipped mobile titles. Update cadence, events, progression, economy, offers, and the reasoning behind each of them. This is the requirement we weigh most heavily. If your experience is game development without live ownership, this is not the role.
• Have been through a mobile soft launch and a global launch , and know what has to be in place before UA scales behind a game.
• Bring a playbook, not just execution. You've seen how strong mobile publishers run live titles, and you can apply that here instead of waiting for someone to hand you a backlog.
• Have 3+ years of professional game development experience with shipped titles, and are still hands-on. You build the live systems yourself rather than specifying them for someone else.
• Read metrics as a developer, not just as a consumer of dashboards. Retention, session length, ARPDAU, conversion and cohort behaviour drive what you build next.
• Have strong mobile game development experience (iOS and Android), and understand the differences in performance, input and UX across platforms.
• Work with analytics, A/B testing, remote config and live tooling as part of your normal workflow, not as something a separate team owns.
• Are comfortable with monetization and ads SDKs in a LiveOps context (events, offers, balancing).
• Are fluent in multiple languages and ecosystems, at minimum C and JavaScript/TypeScript, and have a solid grasp of software architecture and OOP principles.
• Can step into an existing codebase, read it, understand it, and extend it confidently.
• Use Git effectively in team environments and care about leaving the codebase better than you found it.
• Are pragmatic, detail-oriented, and focused on getting high-quality updates shipped fast.
• Are a strong team player with a true ownership mindset: you collaborate openly, take full responsibility for what you ship, and treat every game you work on as your own product to nurture and grow.
• Are proficient in English (working language).
Nice to have
• Web game development experience. Our platform is browser-first, so our games ship on web as well as mobile. We'd rather hire the right live experience and get you up to speed on web than compromise on the LiveOps side.
• Multiplayer and networking experience: client/server architecture, real-time sync, matchmaking, dedicated servers. Open to learning if you haven't done it yet, but excited about it.
• Game design instincts: the ability to look at one of our games and have informed opinions on what to build next, how to fit a feature to a specific genre or audience, and how to keep the experience cohesive as it grows.
• Ability to speak Turkish (mother tongue of most members of the Publishing team).
Highlights
As part of our Publishing team, you'll take ownership of the games we own. You'll push regular updates, ship new content and features, and run live events.
Originally posted on Himalayas
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