Working at Playfusex
We're usually hiring, but not in the traditional sense. Most people who work with us are game designers who also happen to be good at teaching. They're not career educators - they're professionals who still make games and occasionally help others learn the craft.
What We Look For
First and foremost: you need to have shipped games. Not necessarily AAA blockbusters, but something that real people played. Could be indie, mobile, web games, whatever. The point is you've gone through the entire process from concept to release.
You should be able to explain your design decisions clearly. Not in academic language, but in a way that makes sense to someone just starting out. If you can't articulate why you made certain choices, teaching will be rough.
The Teaching Part
Being a great designer doesn't automatically make you a great teacher. We've seen incredibly talented people who just can't break things down for beginners. The curse of knowledge is real.
What works here is patience mixed with honesty. Students need encouragement, sure, but they also need someone to tell them when an idea genuinely won't work. That balance is tricky.
Current Openings
Senior Game Design Mentor
We're looking for someone with at least five years of professional experience to run our advanced programs. You'd work with students who already have the basics down and want to specialize.
This isn't a full-time position unless you want it to be. Most mentors work with us part-time while continuing their own projects. That actually helps keep your teaching relevant.
Mobile Game Design Instructor
Mobile is a weird space. Free-to-play monetization, touch controls, design patterns that work on small screens - it's different enough from PC or console that we need someone who really gets it.
Ideally you've shipped multiple mobile titles and understand both the business and design sides. Bonus points if you have experience with live ops or games-as-a-service.
Narrative Design Specialist
We get a lot of requests for narrative design help, but it's not our strongest area currently. If you've written for games professionally and can teach others how to do it, we should talk.
This would involve developing curriculum from scratch, which means more upfront work but also more creative freedom in how you structure things.
How We Work
Most mentoring happens via video calls. You'd typically have four to eight students at any given time, with weekly sessions plus async feedback on their projects.
You set your own schedule within reason. Some mentors prefer mornings, others work late nights. As long as you're available when your students need you, we're flexible.
Compensation
We pay per student, not hourly. That structure works better because the time commitment varies - some students need tons of guidance, others are pretty independent.
Rates depend on experience and what you're teaching. Advanced specializations pay more than intro courses. We can discuss specifics once we know what you'd be doing.
What We Provide
You'll have access to our curriculum materials, but you're encouraged to adapt them based on your experience. We're not looking for robots reading from a script.
There's a private mentor Discord where people share resources and help each other out. Game design is broad - nobody knows everything, so the collective knowledge helps.
Professional Development
We cover conference tickets if you're speaking or want to attend for research. GDC, various European dev conferences, whatever makes sense for your area of expertise.
Teaching others actually makes you better at your own craft. You start questioning assumptions, clarifying your thinking, and discovering gaps in your knowledge. It's a nice side benefit.
The Madrid Office
If you're local, you can use our studio space whenever. Fast internet, decent coffee, usually a few other people around to bounce ideas off.
We do quarterly meetups where everyone working with us gets together. Good for face-to-face brainstorming and complaining about Unity bugs over beer.
Not a Good Fit If
You're looking for a stable corporate job with benefits and guaranteed hours. We're too small and too project-based for that.
You want to just teach theory without getting into practical application. Our whole thing is hands-on learning, so if you're not comfortable reviewing student projects and giving detailed feedback, this won't work.
You need everything structured for you. There's basic curriculum, but you'll need to adapt on the fly based on what each student needs.
The Application Process
Send us your portfolio first. We need to see what you've made. Then a resume or LinkedIn, though honestly we care more about your actual work than where you went to school.
If your background looks promising, we'll have a casual video chat. Not really an interview - more like a conversation about game design and teaching to see if we're on the same wavelength.
After that, you'd do a trial run with one or two students. Paid, obviously. We both get to see if the arrangement actually works before committing to anything longer term.
Future Roles
As we grow, we'll need people handling operations, curriculum development, student success, all that stuff. Right now it's pretty scrappy, but eventually we'll need more structure.
If you're interested in game education but not specifically teaching, keep an eye on this page. Those roles will pop up eventually.
Questions?
Email us at gamediz@playfusex.com. No formal cover letters needed - just tell us what you do, what you'd want to teach, and why you think this might be a good fit.
Include links to your work. Shipped games, design documents, GDC talks, whatever shows your thinking and approach. That tells us way more than any interview could.