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