We are not actively seeking help at this time. This page is up for reference.

If you feel you’d be an extraordinary fit you are welcome to apply. However, please understand that Ludeon is very small and responding to applications takes a lot of time. While I’ll definitely read any application you send, I may not have time to reply, so don’t be sad or surprised if you get no message back. Sorry I can’t give more; this is a policy I’ve placed here after years of struggling with how to handle this. Thank you for understanding. -Tynan

Game creator (programming focus)

About the work

This position mostly involves writing code. Since our studio is so small, you’ll be touching many systems – AI, graphics, gameplay, and everything else. You’ll also be involved in game design decisions, depending on your interest and ability in this area.

All work is remote and contract-based. You’ll have to be able to work hours at or close to full time.

Ludeon can pay well. Pay is determined based on your capabilities, our needs, and market conditions.

I’m open to offering any level of independence and authority to those who work with me. That said, more programming-focused collaborators tend to gravitate towards technical tasks, which means following written designs and task lists.

Depending on your starting experience level and the work being done at any time, you may spend time in a learning role.

Requirements

  • Be able to do useful programming from day one. The core of work in this position is writing code according to assignments. This means that, at minimum, you’ll need to be have practical experience in working on large codebases and complex problems in a C-like language. C# experience is ideal since that’s what we use for most of our code.
  • Have programming projects of significant scope to show off. These could be mods, indie games, game engines, professional games you worked on, or something else. These can’t be typical school projects or something you threw together with pals in a couple weeks or months. As a general minimum, a “significant project” is one that you worked on most days for at least a six months.

Advantages

  • Have experience in game design. This is valuable, but not absolutely necessary. Note that simply writing ideas or analyses does not count as game design experience. Implementing ideas and seeing them play out yourself is minor experience. Real experience is having other people with no relationship to you play your game and then responding to their feedback with improvements.
  • Cross-disciplinary skills. Ability in art, audio, music, web design, publicity, and marketing are valuable, but not absolutely necessary.

What we want to see

  • Creative output. I want to see things you’ve created – books, design articles, paintings, animations, music, or anything else. Even things going back to childhood. Long-standing creative passion is valuable and shows that you can actually do things instead of just having “interests”. I’m not so interested in people who are looking to get a “foot in the door” of the “game industry”. I seek the one who created things for years just for fun. It’s not enough to have passion for the idea of creating games; you need to have passion for the work of creating games.
  • Curious mind. You’ve read books beyond the top sellers and can talk about the ideas in them. You know some history beyond high school and have coherent opinions on them. Know games outside the hits and have stories to tell. Have interests in random subjects. Have sources of ideas which give you unique reference points to draw from.

How to apply

Please email me at [email protected].

  • Please keep it concise. Don’t waste time talking about yourself in the abstract. Just focus on just showing the things you’ve created.
  • YouTube videos of your games, events, or projects are ideal.
  • Include a traditional CV with work experience and school information.

Thanks in advance,

Tynan