About the work

All work is remote. We use an asynchronous collaboration method, which means you choose your own hours. You don’t have to be online at any given time. You can take random days; you can have a 6 hours break in the middle of your workday; you can change your schedule every week. Take time off, too. The most critical thing is that you get a lot of stuff done.

Crunch time is not a thing with Ludeon. Since starting the company in 2013, we’ve never once asked a collaborator to work more than 40 hours a week. To make this work, you must have the ability to be seriously productive without having to be pushed.

Pay is determined based on your capabilities, our needs, and market conditions.

All work is contract-based.

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, or equivalent.

Thanks in advance,

Tynan

Developer (contract)

We are not currently looking for immediate help with this position.

This is primarily a programming position. You’ll be writing code from fresh designs, updating older code, optimizing, fixing and organizing bugs, testing, and so on. Since our studio is so small, you’ll be touching many systems – AI, graphics, gameplay, and everything else.

Depending on your interest and ability, you may be involved in game design work as well. This can range from filling in details of a new system, to writing candidate designs for solving a design problem, to broader evaluations of design direction and comparisons with other games.

You may also be asked to do little bits of art or sound work, if you’re up for it.

Overall hours should equal that of a typical 40-hour-per-week job, but you can distribute those across the week however you like.

Programming-focused collaborators tend to gravitate towards technical tasks, which means the day-to-day work usually revolves around implementing written designs and task lists. However, given the demonstrated desire and ability to take on broader tasks, I’m definitely open to offering higher levels of independence down the line.

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.
  • Be productive. You should be able to get a lot of stuff done in a given span of time. Even if your work quality is good, the pace of it is also important.
  • In your application, if possible please include links to where I can read some code you’re written. Ideal code samples are large, complex C# game projects you worked on for years. Other samples are also useful, though.

Advantages

  • 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.

Good to have

  • Creative output. I want to see things you’ve created – games, design articles, books, 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.

Artist (contract)

We are not currently looking for immediate help with this position. However, you’re still welcome to apply. But, be aware that you may not get a response. I’d love to respond to everyone but it’s just a matter of not having the time to do so. Thanks for understanding. -Tynan

Create 2D art including:

  • Gameplay elements: Characters, environments, props, tools, atmospherics.
  • Hero art: Large paintings for story panels or marketing.
  • UI: Panels, borders, typeface selection, UI animations, UI layouts for complex information.
  • Concept art: As needed to develop the above.

Our art style is vector-like with realistic elements. RimWorld’s art is an example of this, but work won’t necessarily be limited to RimWorld’s style. I hope you can help develop our art style.

Hopefully we can develop a relationship and call on an artist repeatedly over the years for art as it’s needed. However, this isn’t a full-time position – it’ll be paid either hourly or based on written requirements.

Requirements

  • Have made lots of really good art
  • Be able to work within strict design constraints. Making a beautiful painting in Photoshop one thing. Making art that communicates gameplay concepts clearly to the player, within a tiny visual space budget, without creating excess visual noise, is another. The job here isn’t to make beautiful images, it is to create the art component of a good game. Your art’s primary purpose will be to enhance the playability of the game. Your work will overlap with design concerns like clarity, affordance, obviousness, and the need to draw the eye to gameplay-relevant parts of the screen.
  • Be ready to take direction regarding the above
  • Be able to work and concept quickly, especially in the rough concepting phase
  •  Send an online portfolio with your application. Indicate which other projects you’ve worked on, both personal and professional.