Why working with us is awesome

We have been fully remote since our founding in 2013.

We don’t crunch – ever. It’s never happened, not for one person, not for one day or for one hour.

There is no required time to be online. We collaborate asynchronously, so you can choose your own hours and days to work.

Your work will make people happy, and you’ll see that. Our team is small, so you’ll own specific things and see people engaging with them.

You’re welcome to engage with the community as well if you wish, or not – it’s up to you.

We work on games that explore novel ideas and new game design concepts. Every product tries to do something that has never been done before.

Our team is small, so there’s room to take on different kinds of tasks and to grow into new skills.

Our game community is full of knowledgeable, friendly, creative, thoughtful people.

Ludeon is wholly owned by Tynan Sylvester, a game creator. This means that unlike at investor-owned companies, our company strategy does not focus on boosting short-term profit and growth metrics. Ludeon seeks to build long-term success by making creatively-rich products with a stable group of talented team members. At the end of it all, we want to be proud of what we’ve created and how we’ve treated team members and players.

How to apply

Please note that we are based in Canada and all work is contract-based.

To apply, just email me at [email protected]. Please:

  • Say which role you’re interested in.
  • Say where you’re located.
  • Include a traditional resume.
  • Be concise and focus on showing the things you’ve created. YouTube videos of your games, art, or projects are great starting points for this.
  • For programmers, please include links to code you’ve written. Bigger projects are best, especially if we can see whole projects and how they fit together.

On our mission focus: Ludeon is focused on its mission, which is to make creatively-vivacious, original, provocative, and engaging games. Our team members come from diverse origins and hold many different beliefs. Please be ready focus on the creative mission instead of activist goals, and be ready to work with people who think very differently from you.

Role: Game designer – Systems

We seek a game designer with a focus on systems design. The work is mostly about writing specification and analysis documents.

Applicants should have done substantial written work in game systems design, ideally on released games. Student projects are not enough.

Applicants should be able to demonstrate their ability at written game design analysis. Games you’ve designed before, game designs you’ve written, or articles about game design are all relevant.

Core responsibilities:

  • Write game system specifications for implementation by developers.
  • Work with structured data formats like XML to implement and tune gameplay data like weapons, player tools, constructibles, animals, and so on.
  • Use analytical tools including spreadsheets, Monte Carlo simulation, debug tools, tester requests, and others to analyze game designs.
  • Review implemented features and specify improvements, cuts, and feature replacements.
  • Prioritize large lists of tasks to find the most valuable work.

Secondary responsibilities:

  • Coordinate developers, artists, audio experts, testers, and others to keep the project running smoothly and set everyone up for success.
  • Organize the project’s polish phase before release. Ensure that the details are handled, everything is high-quality, and nothing slips through the cracks.
  • Engage with the community to understand player desires. Adapt designs to service them while also retaining your own design intent.

Non-essential but useful cross-disciplinary skills:

  • You can read and write C# code enough to understand implementation details and talk to developers about them.
  • You’re skilled enough with image editing to make useful UI mockups.
  • You’re a good enough writer to write player-facing texts like quest descriptions, object descriptions, tutorials, and so on.
  • You can create pretty good art, or at least understand the elements of an aesthetically-pleasing image.
  • You can use data to implement visual effects like explosions, interaction particle effects, and so on.

Role: Senior artist

We’re looking for a senior artist or art director to help define and execute new visual elements that we haven’t done before. This person will:

  • Develop original, captivating visual look for new projects.
  • Direct other artists.
  • Create art, like a gameplay artist (see below).

This work requires broad and energetic creative ability, and the vision to see possibilities that others don’t. It also requires a strong grounding in the technological and production limitations that we work within as game creators.

Applicants should have a broad portfolio of very strong art to show.

Role: Engineer

Status: We are not currently looking for immediate help with this role. However, you’re still welcome to apply! We’ll keep your info for review when any work opens up.

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.

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 six months.
  • Be productive. You should be able to get a lot of stuff done in a given span of time. While work quality must be good, the pace of it is also important.
  • In your application, please include links to where I can read some code you’re written, if possible. 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. You know games outside the hits and have stories to tell. You have interests in subjects that other people don’t. You have sources of ideas which give you unique reference points to draw from. You have opinions about games and game development which diverge from the most common views in schools and online, because you thought of them yourself.

Role: Executive assistant

Status: We are not currently looking for immediate help with this role. However, you’re still welcome to apply! We’ll keep your info for review when any work opens up.

Ludeon Studios seeks an executive assistant to support our director Tynan Sylvester in a wide variety of organizational, administrative, and other tasks, as well as support other members of the team.

Ludeon is a very small company doing very complex creative business across many international borders. An executive assistant will be involved in many aspects of our work including creative development, business negotiations, legal, travel, marketing, PR, game communities and far more.

A successful candidate will be comfortable with adapting to new challenges and learning new skills. He or she will proactively solve problems with minimal direction and make intelligent judgments in ambiguous situations. Attention to detail, professionalism, and discretion in handling confidential information are critical.

Tasks will include:

  • Researching events, businesses, locations, and people to help with decision-making
  • Finding and contacting potential new team members
  • Organizing events ranging from small online gaming nights to international meet-ups
  • Managing hiring applications
  • Managing email
  • Organizing and sending documents, contracts, and invoices
  • Paying people using various methods of payment
  • Planning, booking, and monitoring travel
  • Booking personal services
  • A wide variety of other tasks

Knowledge and experience in games or the game industry are an advantage.

This position won’t require crunch in the sense of extra-long hours. However, unlike most of Ludeon’s work roles, the executive assistant may be required to work at specific times.

Role: Gameplay artist

Status: We are not currently looking for immediate help with this role. However, you’re still welcome to apply! We’ll keep your info for review when any work opens up.

We’re seeking a talented, flexible artist who understands how to make art that serves its gameplay purpose while also looking good. This person will:

  • Create art that’s seen in-game. This includes vector-style 2D graphics (small and large), terrain and environmental textures (photosource or otherwise), particle effects and systems, meta-UI elements and icons.
  • Work on UI design and graphics. Create the look of menus backgrounds and UI layout elements, icons, loading screens, diagrams, charts, etc.
  • Help determine the overall look of the game by creating concept art, paintovers, and mockups, as well as collecting reference material and discussing visual concepts with other team members.

A great applicant will:

  • Be able to produce artwork that clearly communicates the gameplay situation to the player, draws the player’s eyes to the important parts of the image, and does not produce excess visual noise, while also looking good and being easy to understand for players and video/stream viewers. It’s not just about making art that looks great in isolation – it’s about making art that serves the gameplay experience, the player’s story, and the technical constraints of the project, which can require a very different approach.
  • Produce a lot of work quickly.
  • Be comfortable with vector and raster art, Illustrator and Photoshop.
  • Be familiar with RimWorld.

The work is primarily 2D, but 3D experience is also appreciated.

Applicants should ideally have some game-specific work to show, having worked on an actual game or mod.

This could be an hourly contract position (working as tasks and time allow), or a fixed-hours contract. Please let me know what kind of arrangement you prefer.

Role: Game design lead

Status: We are not currently looking for immediate help with this role. However, you’re still welcome to apply! We’ll keep your info for review when any work opens up.

We’re seeking someone who can lead a development effort from the design side. This person will help with concept development and initial spec writing, then work with a tech lead, developers, artists, sounds designers, testers, and the community to guide the development process from start to finish.

Responsibilities:

  • Everything the designer role does (see above), but at a higher level, plus the following:
  • Generate and analyze new project concepts using analytical tools that span many domains – design analysis, market analysis, community engagement, and more.
  • Understand the high-level goals of a game design and orchestrate a game development process to satisfy those goals.
  • Use a variety of tools, including spreadsheets, bug trackers, task queues and messaging apps to organize designers, developers, artists, and testers and keep a project on track.
  • Efficiently communicate the state of the project to other stakeholders. Create an understanding of opportunities, risks, needs, and problems.
  • Hire new designers, developers, artists, and so on.
  • Help designers, developers, artists, and others grow by giving useful feedback.

This is a leadership position, so applicants should have substantial relevant experience.