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Unity Developer / Designer
2 years ago
[Remote, 4mo contract+, FT or PT]
We’re looking for a new team member to help make us new levels for “Rain on Your Parade" a slapstic comedy game where you play as a cloud and ruin everyone's day in a variety of diverse levels.
You will be working with a lot of existing systems and prefabs, but also need to custom code additional logic and puzzles. For some levels you will be given a structured design to implement, for others, you will have a lot of creativity in coming up with design and goals.
This is a remote, contract-based position for 4months, potentially turning into longer term after. We can accommodate PT (20hr/week) to FT (40hr/week).
Requirements:
- Strong understanding of Unity and C#
- Comfortable working within existing codebase and system
- Learning on your own (we’ll be here to guide you, but the quickest way to learn something is to check how it was implemented in one of our existing 50+ levels)
- Ability to work within time constraints (i.e. 1 week per level) and scoping accordingly
- Slapsticks sense of humor to match the tone of the game
- Organized and able to follow name, folder structure and coding standards
- One or more commercially shipped titles (Steam/Epic/GOG or Consoles) preferred
- GIT experience (SourceTree) preferred
Typical Work Week
I’ll give you a level to implement. In some cases, it will be a rough design with list of objectives and gags we would like to see. In others, it will be a bit more general theme and you will come up with your own ideas. In that case, we’ll likely meet to brainstorm and solidify a more concrete design.
You will then work on your own to create the level from scratch, using existing systems we built, as well as custom-coding any additional elements needed (such as puzzles, new interactive objects, custom events, etc.) You will usually have a set amount of time (~1-2 weeks) to complete the level, so you will need to keep scope in mind to make sure we stay on schedule. I’d rather have a slightly smaller but fun level, than one that’s spread too thin.
At any point when you feel ready, I will review the level and give you feedback + changes to finalize it. Then, next week, we will move to the new level and repeat. There will be some time towards end of production to do testing and revisit all levels for extra polish and bug fixing.
While I reserve the right for final creative control, I like a collaborative effort; in the past, I’d usually bounce ideas with my other designers (and other team members), and we’d constantly give feedback on each other’s levels.
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