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Senior Engineer

Remote · USA Full-time New today

We’re a new remote games studio, focused on building games that bring people together.

We believe games with the highest fun per minute have the highest chance of success. We are a start-up and not a big company, which means we’re a bit scrappy but we’re resourceful, highly collaborative and focused on outcomes and shipping builds over process and meetings.

We aim to hire multi-talented individuals who can operate autonomously and at speed, with every role at the studio being hands-on working directly on our games.

Role Overview

We’re looking for a Senior Engineer to build fun and vibrant physics-oriented co-op games.

The ideal candidate will have great technical foundations and experience. They’re confident working independently while finding the right times to show their work to key stakeholders for early feedback.

This is a 12-month contract.

Key Responsibilities

1 - Gameplay mechanics

Working with designers to build great-feeling player actions, object interactions and gameplay systems.

Success looks like

  • Features are delivered into the build swiftly for fast feedback and iteration
  • You have good intuition for game-feel and player expectation
  • You’re comfortable working with physics systems to create a fun, satisfying and parsable gameplay experience

2 - Multiplayer networking

You’re able to establish approaches/patterns for building networked functionality as new requirements emerge.

Success looks like

  • New code looks and feels similar to existing codebase
  • New paradigms are developed as online-first and account for local client prediction
  • You consider the technical implications of your work, such as bandwidth usage, impact of latency etc

3 - Self-driven and versatile

We have a small team of great game developers. We’ll need you to have conversations with designers/artists/other engineers to kick off development of a feature and then jump into the code. We avoid heavy design docs, so there will be gaps in specification. You’ll have strong first principles to draw from, and a good instinct for what will work or feel best. Equally, if there are key decisions to be made that could have huge implications for the game, you know to reach out and get agreement.

You’ll also be empowered to get stuck in wherever is necessary. We don’t have a build team or a character specialist. You’ll be happy working with artists on VFX and character animations, supporting workflows for level designers, and diagnosing and fixing issues with the game and build pipeline.

Success looks like

  • You can turn high-level ideas into implementations
  • You focus on delivery. You get work into the build promptly and know when work is “done enough”
  • You don’t allow development to drift. If work is taking too long or lack of clarity is putting a feature at risk, you take action
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