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Wizards of the Coast Hiring New Lead Designer and Head of Game Ecosystem for D&D
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<blockquote data-quote="Christian Hoffer" data-source="post: 9676773" data-attributes="member: 6926473"><p style="text-align: center">[ATTACH=full]407704[/ATTACH]</p><p></p><p><strong>Wizards of the Coast</strong> seems to be hiring replacements for<strong> Chris Perkins</strong> and <strong>Jeremy Crawford.</strong> This week, Wizards of the Coast posted job listings for a new <a href="https://www.linkedin.com/jobs/view/head-of-game-ecosystem-dungeons-dragons-at-hasbro-4243120103/" target="_blank">"Head of Game Ecosystem"</a> for <strong>Dungeons & Dragons</strong>, as well as a new <a href="https://www.linkedin.com/jobs/view/4243118515/" target="_blank">"Principal Game Designer"</a> 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.</p><p></p><p>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 <a href="https://www.enworld.org/threads/jeremy-crawford-also-leaving-d-d-team-later-this-month.712870/" target="_blank">an interview I did</a> with Jess Lanzillo about the departures, she indicated that others within the D&D design team would be taking on greater responsibilities moving forward.</p><p></p><p>The job description for the Principal Game Designer role is below:</p><p></p><p>[callout]</p><p>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.</p><p></p><p><strong>What You'll Do:</strong></p><ul> <li data-xf-list-type="ul">Lead the game design execution of major multi-SKU product suites, collaborating with cross-functional partners to align scope, tone, and player value.</li> <li data-xf-list-type="ul">Structure content development plans, including product mapping, design outlines, and contributor briefs that account for both analog + digital formats.</li> <li data-xf-list-type="ul">Guide designers, freelancers, and partners in developing content that reflects D&D’s tone, design ethos, and evolving format needs.</li> <li data-xf-list-type="ul">Collaborate with rules design leadership to integrate new mechanics or modular systems under development into flagship products.</li> <li data-xf-list-type="ul">Act as the primary design voice for your product(s), providing vision, review, and iteration through every phase of development.</li> <li data-xf-list-type="ul">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.</li> </ul><p>[/callout]</p><p>The Head of Game Ecosystem job description is below:</p><p></p><p>[callout]</p><p>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.</p><p></p><p>What You'll Do:</p><ul> <li data-xf-list-type="ul">Define and drive the long-term vision for D&D’s core rules and gameplay systems across all product formats.</li> <li data-xf-list-type="ul">Own the rules roadmap and ensure mechanical consistency and interoperability between releases.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Lead and mentor a team of game designers and developers to deliver high-quality content at scale.</li> <li data-xf-list-type="ul">Partner closely with product management, narrative, and digital teams to align game systems with franchise goals and player needs.</li> <li data-xf-list-type="ul">Develop frameworks and tools to support scalable content creation—internally and externally—without compromising quality.</li> <li data-xf-list-type="ul">Represent D&D’s systems vision internally and externally, acting as a voice of authority and alignment across all design efforts.</li> </ul><p>[/callout]</p></blockquote><p></p>
[QUOTE="Christian Hoffer, post: 9676773, member: 6926473"] [CENTER][ATTACH type="full" alt="dnd-asterik-1234066 (1).jpeg"]407704[/ATTACH][/CENTER] [B]Wizards of the Coast[/B] seems to be hiring replacements for[B] Chris Perkins[/B] and [B]Jeremy Crawford.[/B] This week, Wizards of the Coast posted job listings for a new [URL='https://www.linkedin.com/jobs/view/head-of-game-ecosystem-dungeons-dragons-at-hasbro-4243120103/']"Head of Game Ecosystem"[/URL] for [B]Dungeons & Dragons[/B], as well as a new [URL='https://www.linkedin.com/jobs/view/4243118515/']"Principal Game Designer"[/URL] 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 [URL='https://www.enworld.org/threads/jeremy-crawford-also-leaving-d-d-team-later-this-month.712870/']an interview I did[/URL] 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: [callout] 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. [B]What You'll Do:[/B] [LIST] [*]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. [/LIST] [/callout] The Head of Game Ecosystem job description is below: [callout] 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: [LIST] [*]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. [/LIST] [/callout] [/QUOTE]
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