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Salary
$135k – $175k per year
Location
Remote (United States, US time zones hours)
Seniority
Senior · 5+ years exp
Visa
H-1B filings in 12 months: 8 · for this role: 1 · green card filings: 1
Employment
Full-Time

Confirmed on the employer's own hiring board on Nov 3, 2026. First seen by Alion on Oct 29, 2026. Xsolla scores B on the Alion truth index.

Overview
Company
Impact
Profile match
Xsolla is a video game commerce company founded in 2005 that handles the payment, billing and storefront side of the business for game developers and publishers. Its products cover global payment acceptance in hundreds of methods and currencies, web shops that sell directly to players outside the mobile app stores, subscription and in-game purchase management, partner networks and player acquisition tools, with the company acting as merchant of record so developers do not carry tax and compliance obligations themselves. Headquartered in Los Angeles, it works with thousands of studios and has grown as publishers look for routes around platform store fees.

ABOUT US

Xsolla is a global commerce company with robust tools and services to help developers solve the inherent challenges of the video game industry. From indie to AAA, companies partner with Xsolla to help them fund, distribute, market, and monetize their games. Grounded in the belief in the future of video games, Xsolla is resolute in the mission to bring opportunities together, and continually make new resources available to creators. Headquartered and incorporated in Los Angeles, California, Xsolla operates as the merchant of record and has helped over 1,500+ game developers to reach more players and grow their businesses around the world. With more paths to profits and ways to win, developers have all the things needed to enjoy the game.

For more information, visit xsolla.com.

ABOUT THE ROLE

The Xsolla Offerwall puts rewarded offers in front of players inside the games and apps of our publishers. A player opens the wall, picks an offer, completes it, and earns in-game currency. Whether they do depends on what they see: the offer card, the creative, the video, the playable, and the reward moment.

Those units come from several places. Some are native offers we render ourselves. Some arrive as VAST video, HTML or MRAIDcreatives, or OpenRTB Native assets from demand partners. Each format has its own rules, and each one has to look right in a publisher's game, on a phone, without breaking what the advertiser sent.

You'll own how offerwall ads look and perform. You'll decide which formats we support and how they render. You'll design what the player sees, and turn that into specs engineers can build from. You'll measure whether a change made players more likely to engage, and you'll use AI to make better creative faster than a manual process allows.

RESPONSIBILITIES

Ad experience and creative

  • Own the look and feel of every ad unit in the offerwall: offer cards, detail pages, video, playables, interstitials, and the reward flow.

  • Set creative standards for advertisers and publishers: layouts, asset specs, safe areas, aspect ratios, and branding rules.

  • Balance three groups who want different things: players want a clean experience, publishers want it to match their game, and advertisers want their brand shown properly.

oRTB formats and rendering

  • Define how we support VAST, HTML and MRAID, and OpenRTB Native inside the offerwall, across Web, iOS, Android, and Unity.

  • Write the requirements for format support: which VAST events we track, which MRAIDcalls we allow, and how Native assets map into our own templates.

  • Work with Engineering on creative QA and rejection rules, so broken or non-compliant creatives get caught before a player sees them.

Design to engineering

  • Turn ideas into Figma designs and prototypes that engineers can build without guessing.

  • Write PRDs and acceptance criteria that cover states, edge cases, and device differences, not just the happy path.

  • Work with our designers on the offerwall's design system, and keep it consistent across publishers and platforms.

Experimentation and performance

  • Run A/B tests on layouts, creative treatments, and formats, and read the results yourself.

  • Track the metrics that show whether the ad experience works: CTR, video completion rate, offer start and completion rates, IPM, and eCPM.

  • Turn what you learn into a prioritized roadmap, and explain the tradeoffs to Engineering, Demand, and leadership.

AI in creative and workflow

  • Find where AI can improve ad units: generating creative variants, adapting assets to new formats, auto-cropping and localization, and checking creative quality.

  • Use AI tools in your own work: prototyping, writing specs, analyzing test results, and getting from idea to something testable faster.

Cross-functional work

  • Work with Engineering, Design, Demand, Publisher Success, and Data every week.

  • Give the Demand team clear creative guidelines they can share with advertisers.

  • Bring what publishers and advertisers say back into the roadmap, in a form engineers can act on.

WHAT YOUR WEEK LOOKS LIKE

  • A demand partner starts sending VAST wrappers that time out on Android. You look at the VAST chain, work out where it's slow, and agree a timeout and fallback rule with Engineering.

  • Offer completion rates on one publisher are 30% below the network average. You compare their wall against others, find the reward value is hidden below the fold on smaller phones, and mock up a fix in Figma that afternoon.

  • An advertiser wants to run a playable in the offerwall. You check what their MRAIDcreative needs, decide what we'll support, and write the spec.

  • You use an AI image model to generate 20 variants of an offer card's hero image, test four of them, and share the winner and the lift with the team.

  • Engineering asks how Native title and icon assets should behave when an advertiser sends nothing. You answer the same day, with the rule written into the spec.

QUALIFICATIONS & SKILLS

  • Around 5 years of product management experience, with a significant part of it in AdTech.

  • Hands-on experience owning ad design or ad experience: ad units, creative formats, or how ads render in an app or game.

  • Working knowledge of oRTB ad formats. You know how VAST, HTML and MRAID, and OpenRTB Native creatives work, what breaks them, and what the specs allow.

  • Comfortable with data. You can design an A/B test, read the result, and write SQL or use a BI tool to answer your own questions.

  • You write clear specs. Engineers should be able to build from what you write without coming back to ask what you meant.

  • Good visual judgment. You can tell why one layout works and another doesn't, and explain it in terms of player behavior.

  • Clear communication with engineers, designers, and commercial teams.

  • Based in Los Angeles or elsewhere in the US, and able to work across US time zones.

  • Nice to have:

    • Experience working with AI. This one matters a lot to us. Show us how you've used AI tools such as Claude, Midjourney, or Figma AI to make ads, prototype products, or get more done. Come ready to show a real example.

    • Experience with offerwalls, rewarded ads, or rewarded video.

    • Experience designing in Figma: building prototypes and engineering-ready designs yourself, not just reviewing someone else's.

    • Experience in mobile gaming or app monetization.

    • Familiarity with ad SDKs, mediation, and how they render third-party creatives.

HOW SUCCESS IS MEASURED

  • Offerwall engagement improves: higher CTR, offer start rate, and completion rate, backed by test results rather than claims.

  • The formats we support render correctly across platforms, and creative rejections and rendering bugs go down.

  • Engineering builds from your specs and designs without long back-and-forth.

  • Advertisers and publishers have clear creative guidelines, and the Demand team uses them.

  • AI is part of how the team makes and tests creative, not a side experiment.

COMPENSATION

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