Role Description
An unannounced co-op horror title β think friendslop, but played completely straight. Small-studio Unreal Engine 5 production, small lobbies, big physical comedy. Full design details shared under NDA.
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Own game design end to end from the GDD
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Prototype and tune mechanics in Blueprint β timers, triggers, interactables
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Translate designs into playable Unreal blockouts β greybox first; art comes later
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Run playtests, find where rules and layouts break, revise both
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Tune spatial metrics against the movement set β jump-to-gap ratios, fall penalties, convergence points, sightlines
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Keep the GDD, top-down layouts, and metrics sheets current as designs change
Qualifications
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3β5 years across game and/or level design, with at least one shipped multiplayer title
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Mechanics you personally owned on something shipped β a mode, a round type, a system β that you can walk us through, including what you cut
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A fluent Unreal blockout workflow and working Blueprint proficiency β you build and debug your own logic without a programmer on call
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Instincts for simultaneous players: spawn logic, sightlines, chokepoints, what happens when four bodies hit one doorway
Requirements
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Horror, friendslop, or physics-comedy sensibilities
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Small-team experience β you've worn adjacent hats without complaint
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Awareness of multiplayer networking constraints
Benefits
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Contract-to-hire
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Fully remote
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Shortlisted candidates get a paid design test: one real minigame spec, one week, blockout plus written rationale β including at least one rule you'd change and why
To apply
Send your application to
[email protected]
, include:
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A portfolio with greybox footage and top-down layouts β iteration notes, metrics sheets, and mechanics breakdowns beat beauty renders. We will not judge you on art.
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A short note: pick one multiplayer level or mechanic you shipped, tell us one thing that was wrong with it at first playtest, and how you fixed it.
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No cover letter.