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Medal.tv
Product Designer
Skills
Figma
19 days ago
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Important information
Contract type:
Permanent
Salary:
$180,000 – $220,000 / year
Location:
New York, NY, USA
Work mode:
Onsite
Published on:
4 October 2026
What they need
- You’ll join a small, talented product team designing consumer-facing experiences built around gaming culture and creator-driven communities
- You’ll own meaningful parts of the product end to end, from the core flows players use every day to the design system that keeps the team moving fast, shipping and iterating closely with engineers
- Designing across both desktop and mobile, you’ll shape polished, accessible experiences seen by millions of gamers- Cross-functional collaboration: You work closely with engineers to ensure design system components translate accurately into code
- Gaming: A passion for games and gaming communities. You understand what makes them unique, from the language players use to the social dynamics around play
- Product judgment: You start from the user problem and the outcome you’re after, prioritize hard, and can say no to good ideas that don’t move what matters
- Bonus: Experience designing for communities, content creation, or real-time interaction products (Discord, Twitch, TikTok, etc.)
- Holistic product sense: You have an eye for how the whole product fits together, from the core loops to the moments that hook a new user and keep them coming back
- In-person: Looking to hire in NYC to work alongside the product team. 5 days in the office
- Cross-platform design: Experience designing for both desktop and mobile, with an understanding of platform-specific UX patterns and accessibility best practices
- 4+ years designing consumer-facing digital products, ideally for social or creator-driven platforms
- Design systems expertise: hands-on experience building, scaling, and maintaining systems from the ground up, with a strong grasp of tokens, components, documentation, and deep Figma skills (component architecture, variables, auto layout) for keeping living libraries in sync with production
- Iteration over big launches: You’d rather ship small and improve over many rounds than disappear into one giant feature. You follow up after launch rather than hand off and walk away
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