hirly

Keensoftwarehouseas

Senior UX Designer (Space Engineers Franchise)

Prague, Czech Republic (On-site) / Remote within Europe

Apply through hirly

Upload your resume and get a version tailored to this job, plus a cover letter, in about thirty seconds — before you create an account.

Apply with hirly

hirly's read of this role

Role family
Design
Seniority
Senior
Country
CZ
Work mode
Remote-friendly
First seen by hirly
21 Sept 2026

Derived automatically from the posting. Sign up to see how the role scores against your own resume.

the posting

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 with professional experience in the video game industry 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 within Europe (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 games

Proven experience designing UX for shipped video games, ideally across multiple features or systems

Strong portfolio or case studies demonstrating your UX process, including problem definition, user flows, wireframes, prototypes, iteration, and final solutions

Hands-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 implementation

Strong understanding of interaction design, information architecture, user flows, usability principles, navigation systems, and information hierarchy

Experience working on sandbox, simulation, strategy, management, or other systems-heavy games

Strong experience designing UX for complex and interconnected game systems, such as inventories, building systems, crafting, progression, control schemes, or similar mechanics

Ability to make complex mechanics and information understandable and intuitive without removing their depth

Strong wireframing and prototyping skills using Figma or equivalent tools

Experience creating and evolving UX/UI design systems, interaction patterns, and reusable component libraries

Experience designing UX for both mouse & keyboard and controller-based interaction

Experience validating UX solutions through usability testing, playtesting, player research, player feedback, analytics, telemetry, or similar methods

Knowledge of accessibility principles in game UX

Strong design judgment – able to identify usability problems and their root causes, propose practical solutions, and explain design decisions using player needs, evidence, and clear reasoning

Ability to work effectively with Game Design, UI Art, Engineering, Production, and QA, understand technical and production constraints, and incorporate them into UX solutions

Proactive and self-driven, with the ability to work independently, iterate quickly, receive feedback, and adapt solutions when needed

Fluent English, spoken and written

Shares and upholds our High Standards

DUE TO THE HIGH VOLUME OF APPLICATIONS, PLEASE NOTE THAT ONLY CANDIDATES WHO MEET THE KEY REQUIREMENTS OF THE ROLE AND ARE SELECTED FOR THE NEXT STAGE WILL BE CONTACTED.

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 designs

Experience creating or adapting UI assets and working within an established visual language or art direction

Experience implementing or integrating UI directly in a game engine or proprietary engine

Experience combining UX design with UI/visual design and/or technical implementation within the same role

Experience working on live games and improving established systems without disrupting existing player workflows or expectations

Experience 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 team

Take ownership of UX across Space Engineers and Space Engineers 2 , covering both existing systems and new features

Identify player friction and usability problems, understand their root causes, and propose practical improvements

Work 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 constraints

Translate complex mechanics, systems, and requirements into clear and intuitive player experiences

Define and improve:

player flows and navigation

information architecture and interaction patterns

menus, HUD, and in-game interactions

system feedback

onboarding and discoverability

Create user flows, wireframes, prototypes, and UX specifications, exploring and validating solutions early before significant development time is invested

Take 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 implementation

Use playtesting, player feedback, analytics, telemetry, and other available evidence to validate solutions and guide iteration

Follow UX solutions through development, review implementation, and help ensure the intended player experience is preserved in the final product

Establish and evolve consistent UX principles, interaction patterns, and design systems across both games

Clearly communicate UX problems, design decisions, and trade-offs to stakeholders using evidence, player needs, and clear reasoning

Balance usability with game depth, technical limitations, development cost, existing player expectations, and long-term maintainability

Help 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 standards

Player-first thinking without oversimplification – make complex systems understandable while preserving the depth that makes Space Engineers unique

Hands-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 needed

Problem solving over screen production – understand the underlying player problem before designing the interface

Systems thinking – understand how individual interactions connect to the broader player experience

Strong judgment and prioritisation – recognise where UX problems have the greatest impact, understand trade-offs, and focus effort where it matters most

Clar

Original posting on Keensoftwarehouseas's site ↗

Browse similar roles

Want this one?

Upload your resume and hirly rewrites it for this job and writes the cover letter — in about thirty seconds, before you sign up.

Tailor my resume for this job