Senior Unity Engineer

David Wehle
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Posted
May 20, 2025
Contract
Anywhere
Remote

Hi, I’m David Wehle, creator of The First Tree and Game Dev Unlocked. I’m currently working on a first-person horror farming game called We Harvest Shadows

The demo has received praise from various streamers and industry leaders like Geoff Keighley and Sam Lake, and is one of the most wishlisted games on Steam. No pressure! You can try the demo now on Steam and see exactly the type of game I’m trying to make.

It’s a hugely ambitious project, and I’ve decided I need help to realize its potential. I’ve teamed up with a beloved publisher for funding and guidance, and I hope to find a talented senior engineer who can help us refactor and fix the many complex systems this game is using.

This job opening is for a contract position as an advanced Senior Unity Engineer who is comfortable wrangling spaghetti code, various interconnected asset packs, and the problems that come with that duct-tape approach to game development. They ideally have experience working with open-world type games in Unity, and do not mind being a self-starter and working with minimal guidance (we work asynchronously and usually communicate via Discord, Trello updates, and short recorded videos).

 

The candidate will be focusing on these tasks:

  • Rebuild the save/load system from scratch (using Survival Template Pro and Easy Save 3 as a base). Make it bullet-proof and test edge cases, and help write documentation for us so the rest of the game is compatible with your system.
  • Incorporate a world streaming system (additive scenes loaded by zone for memory management) and make sure it works with Emerald AI entities, our custom cinematic flashback system, our custom dynamic horror system, vehicles via NWH Vehicle Physics package, etc.
  • Work on polishing AI behavior (via the Emerald AI asset) with animal livestock and horror enemies, and giving them life via small touches. Experience with the new AI Navigation Unity package is a must.
  • Take a look at the Unity localization system, fix occasional UI bugs (settings menu for instance), and fix the weird editor errors we’re having with Addressables after our big Unity 6.1 conversion.
  • Fix our camera stacking issues due to our URP conversion, and add DLSS/FSR support (we need to get back temporal anti-aliasing back in deferred somehow).
  • Debug the many physics glitches that can come from using NWH Vehicle Physics, and come up with gameplay solutions.
  • Create useful debugging menus and editor tools for testing save files, skipping chapters, modifying or viewing weather, quest, or scripted events in-game for debugging purposes, etc.
  • Integrate optimization systems like Advanced Culling, Amplify Imposters, or auto LOD tools. (we have CPU to spare, we need to off-load the GPU)
  • Refactor and optimize the system initialization scripts to prevent bugs in the future and make sure it properly runs on lower-end PCs and consoles.
  • And of course, fix the many bugs that pop-up during gameplay testing and QA.

 

You will mostly be working with me and a mid-level developer who is extremely familiar with Survival Template Pro and can answer any questions you might have. However, the project is messy, and we are counting on hiring an expert who has done this before and is comfortable untangling the scripts and reverse engineering how a project works. A masterful understanding of Unity, C#, and Perforce is essential. We are hoping that you will be the dependable expert we can count on to help us fix the bugs that keep confounding us, and bring the level of polish that players expect out of this title.

 

Compensation

Pay is negotiable, along with hours. I’m hoping for someone to commit 20–40 hours per week to it, and there is enough work for several months, possibly up to a year if the partnership is going well.

 

How to Apply

Please complete the Google Form and submit your info, and I’ll contact you if you seem like a good fit.

In the form, please send me a short intro about yourself, a resume, and some examples of your work. I will keep the job listing up for 2–3 weeks, and then I will start responding to viable candidates. I unfortunately can’t respond to every applicant or give progress reports, I’m so sorry.

About 
David Wehle

I made a game called The First Tree, a fox adventure title made by myself while working a day job. I self-published it on PC, consoles, and mobile, and it did better than I anticipated, which led me to becoming a full-time indie dev. You might also know me from my GDC talk, or my Youtube channel Game Dev Unlocked. I’m extremely excited for this new game and I would love to have you along for the ride.

Featured Game
s

From the creator of The First Tree comes We Harvest Shadows, an emotional first-person narrative game with farming and horror elements. Players take control of Garrett, a transplant from the city who has exiled himself to an abandoned farm for the rest of his life. He thinks the world is better without him in it.

A beautiful, 3rd-person exploration game centered around two parallel stories: a fox trying to find her missing family, and a son reconnecting with his estranged father in Alaska. Uncover artifacts from the son's life as he becomes intertwined in the fox’s journey towards The First Tree.

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