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Short-term job, with opportunity to become ongoing contractor
The Flower Wars, a real battle you would prototype for our Dream of Darkness game
Do you love to implement gameplay? While other devs cannot do mechanics until they have X system or a waterfall GDD, do you thrive prototyping quickly?
We’re looking for a gameplay programmer to prototype our Aztec cosmic horror game, a mix of classic Resident Evil and Telltale’s The Walking Dead.
I’m Andrés of Dream of Darkness, we’re a Lovecraft+Aztecs, story-driven game for PC in preproduction. Starting with our hometown of Mexico we’re adapting real history mysteries including the survivor accounts to monsters and gods. Our fresh setting and diverse characters led us to a Comic Con panel, and topping itch.io’s horror category on our prototype’s release.
We have a challenge: our community asks for more to play and investors for updates, but our Lead Designer either does game design or does visual scripting in Unity. At the same time game investment keeps flowing into fresh and diverse stories. Our pitch with our dream publisher happens in 1 month, in September.
To address this, our programmer teammate would prototype gameplay without any aesthetics necessary. Before doing systems and art, we’re testing what is more fun to play for our players. With this product-market fit we can secure funding this year, then build systems and hire more specialists.
Our ideal teammate is a Mid-level programmer who prototypes fast, and wishes to join the big studio of their dreams in 4 years. To start on this path after this first job you will be eligible for equity or profit sharing depending on a performance evaluation. Our Aztec Team is remote and loves telling fresh mysteries, with squad mates in Mexico, Finland, Romania, Nigeria, and Japan.
Requirements
- 2 years experience on gameplay programming and/or AI implementation
- 2 years experience using C# in Unity
- Clean and well organized C# code
- Has worked with an agile methodology like Scrum
- Proactive, and willing to give and receive constructive feedback
- Great at working under pressure and tight deadlines.
- Implemented:
- Enemy and NPC AI
- 3D character animations via programming and/or Unity tools
- Character Animations in Unity
- Cinematics in Unity
- UI/UX systems
Ideal but not required
- Has finished a game for PC with a small team
- Has used the HDRP and Scriptable Render Pipeline
- Experience working with Source Control with a remote team; Plastic SCM preferred
- Experience using and implementing third party plugins and systems
- Molded a third party dialogue system to your needs
- Loves horror and/or story-driven games
- Loves Aztec mythology or any historical period
First job together
- You will code mechanics prototypes of our Flower Wars (first pic), so our players can subdue and capture a single enemy Aztec in at least 2 different ways per build.
- Deliverables: a mechanics prototype every 2 weeks. 2 PC builds in 1 month.
- No aesthetics necessary. The game can look simple and use temporary assets, but the actions of subduing and capturing the enemy must help us to find what is most fun for our players.
- When we begin our sprints you’ll join us on our Scrum meetings, to hear what we’ve learned from our players and convert this into tasks.
- When we begin our sprints you’ll join us on our Scrum meetings, to hear what we’ve learned from our players and convert this into tasks.
Budget
USD $290 for the 2 builds to be delivered
Due
4 weeks since we start working together, at the latest on September
Drop me a line!
Share with me your 3D game where I can see your experience in the described requirements.
Andrés Rojas