Designer (Contract) (Remote)
About this role
The Keep is building the main street of tabletop gaming and we want your help! The Designer shapes how The Keep looks and feels. The Keep is where tabletop players find games, run their home tables, and get through a convention weekend without losing track of anything, and understanding how people actually move through those moments is key to the work. This engagement covers the product end-to-end, plus the design system that holds it together. Responsibilities 01 Product design Design the product end-to-end, from rough idea to finished screen. - End-to-end: design from flows and wireframes through finished screens. - Events and coordination: design registration, scheduling, ticketing, and day-of tools. - Layouts: design the screens and how they are laid out. 02 Design system Keep the prod
About design roles
Design roles range from UX research and product design (problem-finding) to visual/brand work (problem-expressing). Most companies hire generalists who can do both. Portfolio quality usually beats credentials.
Typical skills: Figma, prototyping, type/color fundamentals; senior roles add design systems and cross-functional facilitation
Gear that helps in this role
Remote design setups commonly include:
Affiliate links — small commission to us at no extra cost to you.
Salary insights (US, rough)
Typical range for design roles in the US is $65,000–$180,000/year, varying widely with seniority, company stage, and city.
Estimates only. For company-specific numbers, check levels.fyi (tech), Glassdoor, or ask in the interview.
How to prep for the interview
Design interviews always include a portfolio review — 1–2 case studies presented in 30–45 minutes each. The interviewer is looking for: how you frame the problem, your process (research → ideation → iteration), tradeoffs you made, and what you'd do differently. Don't just show pretty final screens; show the messy middle.
You may also get a whiteboard / design exercise ("redesign the checkout flow for X") and a behavioral round on collaborating with engineers and PMs. Read the company's existing product before the interview — referencing specific screens or flows during your conversation signals you actually care about the role.
Where this role typically leads
Designer progression: Junior → Mid → Senior → Staff / Principal Designer, with parallel tracks for design management (Design Manager → Head of Design → VP Design). At big tech, the IC track now pays competitively with management up through Principal — pick based on what energizes you, not assumed pay.
The biggest skill jump: going from "executes well on a clear brief" to "frames the problem and defines the brief" (mid-to-senior), then "sets visual + interaction direction across multiple teams" (senior-to-staff). Strong portfolio = career velocity. Build a habit of writing up your work in case-study form even when you're not job-hunting.
Red flags to watch for
- "Designer needed to make things pretty." Real design is problem-solving, not decoration. Companies that frame it this way will fight you on every UX recommendation.
- No mention of research or testing. Means design happens in a vacuum, often pushed back at the last minute by stakeholders.
- "Pixel-perfect" repeated. Either the engineering team is non-collaborative or the role is glorified hand-off work.
- No design system mentioned at a company >50 people. You'll spend your first 6 months building one instead of shipping product work.
Frequently asked questions
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What does a design role typically involve?
Design roles range from UX research and product design (problem-finding) to visual/brand work (problem-expressing). Most companies hire generalists who can do both. Portfolio quality usually beats credentials.
What's the typical salary range for design roles in the US?
Roughly $65,000–$180,000 USD/year, depending on seniority, location, and company stage. This is a wide range on purpose — verify against levels.fyi or Glassdoor for the specific company.