Unity Lead

Min/Max
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Posted
April 28, 2026
Part Time
Anywhere
Remote

🔩 The Gig

We're looking for a Unity Lead to tackle gameplay and scene production as we pivot from prototyping towards building out our vertical slice. You'll work directly with design, art, and narrative: turning strange game ideas into reusable Unity systems, building the tooling to make scene production repeatable, and profiling performance to keep frame-rates steady as complexity grows.

This is a hands-on, high agency role. We are looking for someone who has shipped games in the past, or led teams that have shipped, and is comfortable making technical decisions that affect a small team. You’ll be given the necessary assets and gameplay specs, but will work with artists to refine them as you go. Strong instincts for “gameplay feel” will go a long way!

 

👩🏻‍🏫 The Requirements

  • ☑️ Shipped Unity games or serious production experience in Unity/C#
  • ☑️ Strong architecture judgment: capable of evaluating a large codebase quickly, establishing system boundaries, and working with code you didn’t write
  • ☑️ Comfort in a lead role: you’ll own some gameplay systems, Unity editor tooling, runtime debugging, and more
  • ➕ Experience with Unity 6, URP, custom render pipelines, and low-resolution rendering workflows
  • ➕ Blender-adjacent pipeline experience, especially projects where 3D assets become 2D or pixel-art presentation

 

💰 The Contract

  • Freelance/contract role, part-time to start, with room to scale as production needs grow
  • Ideal availability is ~20 hours per week to start
  • Hourly rate negotiable based on experience, availability, and scope

 

🖼️ The Mood

Our game is an isometric Unity project with a stylized pixel art look built from a 3D-to-low-res pipeline. The technical work touches gameplay tools, puzzle runtime systems, camera and presentation, asset pipeline friction, save/story integration, and the everyday discipline of keeping a Unity project shippable.

For this role, taste matters. We want someone who knows when a system needs structure, when it should stay simple, and how to explain that call to a small team. The right candidate cares about more than just code quality: they’re able to incorporate the editor experience, a feature’s runtime debuggability, and communicate it well to others.

 

🗳️ How To Apply

Share a portfolio, shipped projects, or other materials demonstrating technical prowess in Unity. We're especially interested in gameplay features and reusable systems!

Drop materials in the Google Forms link at the apply button!

If selected, we'll follow up with a short paid technical exercise. The goal is to see how you think in a real Unity context, similar to the problems you’d be working on day to day in MIN/MAX.

 

🛠 Trial Project

We use a short paid exercise to compare candidates fairly. The brief will be provided to selected applicants and scoped to respect senior candidates' time.

 

You can catch role updates in our Discord under #hiring.

About
Min/Max

We’re a remote indie crew building our first title. Learn more about the team and the aesthetic of the game on our Linktree.

 

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