Wizards of the Coast Hiring New Lead Designer and Head of Game Ecosystem for D&D

dnd-asterik-1234066 (1).jpeg

Wizards of the Coast seems to be hiring replacements for Chris Perkins and Jeremy Crawford. This week, Wizards of the Coast posted job listings for a new "Head of Game Ecosystem" for Dungeons & Dragons, as well as a new "Principal Game Designer" for the game. Both are high level positions focused on product execution for Dungeons & Dragons, with 8+ years of experience in game design preferred for both roles.

Wizards of the Coast recently lost the two arguable faces of Dungeons & Dragons - Jeremy Crawford and Chris Perkins. Both left the company after the launch of D&D's revised 5th Edition ruleset. In an interview I did with Jess Lanzillo about the departures, she indicated that others within the D&D design team would be taking on greater responsibilities moving forward.

The job description for the Principal Game Designer role is below:


The Principal Game Designer leads the execution of Dungeons & Dragons’ major product releases. These tentpole projects span analog and digital expressions and may include setting content, rules-adjacent systems, adventures, and platform-native features. This role architects and stewards the design vision of sophisticated product suites, working closely with design leads, editorial, rules leadership, and digital teams to ensure cohesion and quality across every player touchpoint.

What You'll Do:
  • Lead the game design execution of major multi-SKU product suites, collaborating with cross-functional partners to align scope, tone, and player value.
  • Structure content development plans, including product mapping, design outlines, and contributor briefs that account for both analog + digital formats.
  • Guide designers, freelancers, and partners in developing content that reflects D&D’s tone, design ethos, and evolving format needs.
  • Collaborate with rules design leadership to integrate new mechanics or modular systems under development into flagship products.
  • Act as the primary design voice for your product(s), providing vision, review, and iteration through every phase of development.
  • Partner with the Executive Producer and Head of Product to ensure your projects meet the quality bar and are delivered on time and within budget.

The Head of Game Ecosystem job description is below:


The Head of Game Ecosystem is a crucial leadership position responsible for driving the complete design and evolution of the Dungeons & Dragons game system. This role ensures consistency across all game releases, both physical and digital, preserving the integrity of the rules and mechanics while encouraging innovation.

What You'll Do:
  • Define and drive the long-term vision for D&D’s core rules and gameplay systems across all product formats.
  • Own the rules roadmap and ensure mechanical consistency and interoperability between releases.
  • Propose and lead ecosystem-forward product initiatives—system-focused releases that reinforce the health, extensibility, and accessibility of the D&D ruleset across play formats and player types.
  • Lead and mentor a team of game designers and developers to deliver high-quality content at scale.
  • Partner closely with product management, narrative, and digital teams to align game systems with franchise goals and player needs.
  • Develop frameworks and tools to support scalable content creation—internally and externally—without compromising quality.
  • Represent D&D’s systems vision internally and externally, acting as a voice of authority and alignment across all design efforts.
 

log in or register to remove this ad

Christian Hoffer

Christian Hoffer

That's conspiratorial thinking.

They say nothing = "They must be hiding something!"

They say something = "They must be lying!"

Either way, people see it as validation for their pet theory.

Drives me crazy.
"Only the true Messiah denies his oen divinity."

That scene from Life of Brian sums up this sort of situation so very well.
 

log in or register to remove this ad





Traditionally, the staff of a just-released set of core books tends to leave upon the books' publication (either voluntarily or with a staff lay-off within the next year or so). We then see a turnover in new employees come in to shepherd the new game forward for quite a while, and then maybe in a few years once the new team has established themselves and they've played the new game long enough to find out what they don't like about it or think they could improve upon will they begin the process of potential new design.

Crawford and Perkins' leaving and new employees coming in to replace them (probably on lower salaries) follows that pattern to a T. So rather than that indicating work on 6E is due to start shortly... we will have at least several years to let these new core books find their feet and get through the next 2+ years of books that have already been scheduled and work begun on. These new folks that come in will then probably get at least 2 years past that for their own products they set up and design on their own. Then only after that... after these new folks have had the chance to design and develop their own ideas using the previous regime's game engine... will they then consider the possibility of coming up with their own ideas for new core books. That then of course would probably take at least 3 years of development at a minimum before release, which means in my personal opinion we wouldn't see a potential 6E released and on the shelves for another 7-10 years from now.

The two things which would change that timeline would be 1) the fact that 5E24 is merely a revised 5E14 and thus the game might be considered too long in the tooth earlier than one would expect, and thus shorten the timeline towards 6E... and 2) the fact that the D&D game is now joined at the hip to D&D Beyond (both in the 5E character builder as well as a bookstore/marketplace for 3rd party 5E material), the monies brought in from those sources might preclude the need or desire to make a grand edition change and thus render all that 5E product that WotC is getting money from obsolete. If 3rd parties are happy with their book sales from D&D Beyond and thus will continue to produce product for that program... and WotC is happy with the money coming in from those product sales... they would be less inclined to change it all up for a 6E that might very well not do any better that what 5E is doing.

So in other words... there's no way to really know whether a 6E will go into development any time soon, but only that these two new positions are not a strong indicator that they are.
 

Related Articles

Remove ads

Remove ads

Top