Programmer

makRP
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Posted
September 14, 2026
Contract
Anywhere
Remote

requirements

I don't care where you went to school, what studio you worked for, or if your portfolio makes Activision wet. I care about one thing:

Can you program simply, network 100+ players, and use AI to move faster?

If yes, you're hired.

 

what you'd build

The game is stylized low poly and the GDD is mostly done. So you'd focus on building rather than designing.

Examples of work we need:

  • 100-150 player networked multiplayer:
  •  use modern networking. Inventory, money, XP and characters survive disconnects (like Rust)Production & crafting:
  •  place a machine, let it run, collect what it makes and sell it (like DarkRP)Physical inventory:
  •  items exist in the world that can be carried, stored, dropped, stolenVehicles:
  •  driving, tire/fuel/damage, trunk storage

Most of our systems are heavily inspired from:

 

what we're looking for

  • Strong Unity, especially networking. You know Unity inside out and multiplayer architecture.
  • Oversimplifier. Our game is basic on purpose like Garry's Mod / Perfect Heist 2. Create simple systems, not complex ones.
  • You spec work for other roles. Tell the modeler what a prop needs or an animator what states exist. You don't need to know these jobs, just enough to communicate.
  • You know how to use AI. Giving agents context, breaking systems into tasks, reviewing and testing code.

 

what your job looks like

understand game systems architect spec AI builds review stress test integrate document repeat

Your value isn't how much code you can type.

It's knowing what to build, how to do it, and using AI to build most of it while keeping the systems optimized.

If you don't have much experience with AI, that's fine - we'll be working with an AI developer. However, you must be technical and competent in networking.

 

the deal

  • Pay: No hourly rate or fixed salaries. That's how you kill creativity and efficiency. We pay per system: 50% upfront, 50% on delivery. Good work gets higher rates, and when the game makes money your rate grows with it.
  • Location + Hours: work whenever, wherever. Just hit your deadlines.
  • Length: long-term. If it goes well, we build the next game together.
  • Communication: Discord + Trello. No meetings.
  • Benefits: none yet. New indie studio, small budget.

 

we're not another game studio

I want to be upfront about how we work because it's not how most studios work.

There's no 9-5, no weekly meetings, and no manager breathing down your neck.

I don't care when you work or what time you wake up. All I care is that the work gets done, you hit your deadlines, and you communicate.

Some days you may work like crazy. Other days you barely work at all.

Both are fine as long as things keep moving.

Prioritize taking care of your health. Go outside, turn off your phone, play, and spend time with your family.

Most people sacrifice health and happiness for work. That's how you end up hating your life.

We know because it happened to us on our first game.

That same philosophy is why we want to keep the studio small.

My brother and I used to believe big games require big teams.

Then we saw Schedule 1.

A solo developer built an entire game that beat most AAA titles.

Same thing with Minecraft, Garry's Mod, Stardew Valley, Hollow Knight.

The most innovative games usually have small teams.

And now AI allows small teams to move even faster.

But I want to be very clear about something:

We're using AI to make our team better, not to replace you.

We aren't going to hire you, have you build makRP, then replace you with AI or cut you loose when the game ships.

That's dumb.

A lot of studios are mass laying off their development teams. You may be wondering if the same thing could happen here.

I can't promise anyone a job forever. Nobody can. But what I can say is this:

We're keeping our team small from day one and only hiring people who want to work with us long-term. There shouldn't be layoffs because:

  1. the game needs constant updates
  2. we'll develop other games after makRP
  3. the team is intentionally small so there's nobody to cut

If you're great at what you do, work well with us, and we're making enough money to keep building games, we want you building the next one too.

Our rule is simple:

Do great work and we'll pay you more.

When the game makes money, you get paid more through performance-based bonuses.

I've always hated when a company make millions and keeps everyone's pay exactly the same.

Also, fixed salaries make no sense to me. If you create a system and make it much better, you should be paid more. Unlike most studios, we reward creativity, not hours clocked in.

Speaking of pay, we are funding makRP entirely out of pocket.

No investors, publishers, or whatever shark tank bullshit nowadays.

I'm sick of watching these guys take over a studio, strip out everything that made the game fun, and pack it full of microtransactions just to maximize profit.

Fuck that.

We'd rather risk our own money and build the game we dreamed of making.

Growing up we played DarkRP for hours and had some of the best moments of our lives. It's the one game we wished someone made a standalone for.

So we're making it.

If this sounds like the kind of studio you want to help build, come work with us.

 

how to apply

  1. Submit application and we'll review it.
  2. If you're hired: we sign paperwork and get to work.
  3. If you're not: I'll tell you. I've always disliked companies that leave people hanging.

Please be patient. My cat and I are the only people managing email. You should hear back from us within 1-2 weeks.

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makRP
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