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TapNation

Product Manager

Product

Employment

Not stated

Level

Not stated

Team

Product
Not doable from Austria

Country assessment

Not doable from Austria because the employer's own board marks it as not remote.

Our assessment is guidance. Confirm arrangements with the employer.

Skills mentioned in this posting

LLMs

Job description

The role

Create games from scratch. You own the full lifecycle: identifying the opportunity, defining the concept, driving development, making kill/iterate/scale decisions at soft launch, and leading titles to global launch. You will be evaluated on the results of your games.

Responsibilities

  • Ideation and market fit: identify opportunities ahead of the market, using market intelligence agents (charts, ad intelligence, social signals) that you build and refine continuously

  • Design: define the core loop, meta, game economy, balancing and product roadmap for hybrid and/or hyper-casual titles, with falsifiable hypotheses at every stage

  • Execution: lead a cross-functional team (developers, artists, designers through short cycles, from prototype to global launch

  • Data-driven decisions: define KPIs (D1/D7 retention, playtime, CPI, LTV, ARPDAU), run your own cohort analyses, and take ownership of kill decisions — including on your own concepts

  • Economy and monetization: balance complete game economies (ads and IAP) and design statistically rigorous A/B test plans

  • Product automation: industrialize your soft launch analyses, reporting, and market monitoring through AI workflows you build yourself

Requirements

  • A proven profitable hit (mandatory): at least one title that generated positive margin (net of UA and platform costs — revenue alone does not qualify), where you were the lead Product Manager driving that success. You must be able to walk us through the P&L and the specific decisions you made to get there.

  • 5+ years of product management in mobile F2P games, including at least one title led from initial concept to global launch, with results you can quantify (downloads, retention, revenue)

  • Expert reading of the hyper-casual and hybrid-casual market: you know current benchmarks from memory (CPI by genre, expected D1/D7, target LTV) and can explain why specific games succeeded or failed

  • Full analytical autonomy: you run your own queries and analyses (GameAnalytics, Looker; SQL strongly preferred) — the pace of this role does not allow waiting on the data team for cohort reads

  • Proven use of LLMs and automation in your product work: market monitoring, analysis, specs, reporting — with concrete examples you can present

  • Judgment, not just process: you have killed projects you believed in and scaled concepts others doubted

  • Fluent English required

If your experience is limited to optimizing existing games, if you have not personally owned kill/scale decisions, or if you cannot point to a profitable title where you were the lead PM, this position is unlikely to be the right fit.

Nice to have

  • Ability to prototype yourself (Unity, or building with coding agents)

  • Expertise in game economy balancing (merge, idle, progression systems)

  • Familiarity with the US or Asian markets

  • Experience managing external studios