Position: Gameplay Programmer — Contract
Minigame-Driven Narrative Game | Unity 3D | PC + Web
ABOUT THE PROJECT
We are an independent studio developing a minigame-driven narrative game. The game consists of three interconnected short stories (~10 minutes each), each centered on the immigrant experience in the United States. Each story is built around a purpose-built minigame mechanic designed to embody the story’s theme, paired with an interactive narrative layer — player choices, branching dialogue, and story consequences. The game targets release between May and August, launching on PC and Web first, with mobile to follow.
This is a handcrafted project. We do not use AI-generated code, assets, or narrative content at any stage of development. Every system is written by hand. Candidates who rely on AI coding tools for production work are not a fit for this role.
THE ROLE
We are looking for a contract Gameplay Programmer to serve as the primary technical lead for the remainder of the production timeline. The role covers full minigame implementation, narrative system integration, UI, and build delivery across three complete story modules.
You will work directly with the Game Product Director and report into a small, senior cross-functional team. You are expected to own the technical pipeline end-to-end: from interpreting design specs to shipping a stable build.
RESPONSIBILITIES
- Implement three complete minigame mechanics from approved design documents, including interaction logic, feedback systems, and basic balancing
- Integrate Yarn Spinner narrative flows with minigame state and player outcome systems
- Build and maintain the core game loop: start → minigame → story outcome → next loop
- Implement UI systems for narrative presentation, player choices, and gameplay feedback
- Manage save/load, resource, and UI navigation systems
- Maintain a clean, performant Unity codebase suitable for PC and Web targets
- Deliver testable builds at each milestone: Vertical Slice (May), Alpha, Beta, and Landing
- Communicate proactively on scope, blockers, and bandwidth
REQUIREMENTS
All of the following are required. Applications missing any item will not be reviewed.
- Demonstrated proficiency in Unity 3D — 3D-first workflow, not 2D-only
- At least one independently shipped game (any platform); portfolio link required
- Prior experience on a minigame-driven, narrative, or interactive story project
- Experience with UI implementation in Unity, including runtime-driven UI systems
- Experience shipping at least one complete build to PC or Web
- Strong grasp of Unity performance practices: no GC allocations in hot paths, no polling in Update, no GameObject.Find, cached GetComponent references
- Comfortable working with ScriptableObject-driven data architecture and event-based system decoupling
- Able to read and integrate Yarn Spinner scripts without requiring narrative system rewrites
- Clear written communication; able to give accurate scope and timeline estimates
PREFERRED
- Experience with state machine architecture (custom, not Animator-driven)
- Prior work on an indie project with a small cross-functional team
- Familiarity with asset pipeline coordination (working from an art asset list)
- Experience with mobile build and publishing (iOS/Android) — not required for initial scope, but a plus for later phases
ENGAGEMENT DETAILS
- Type: Contract (project-based)
- Timeline: May – August (aligned to one story module per month)
- Team size: ~8 (GPD, CEO/EP, Narrative Design Lead, writers, artist, UI/UX)
- Engine: Unity 3D
- Scripting: Yarn Spinner
- Platform: PC + Web (primary); mobile (later phase)
- AI policy: No AI-generated code or content is used or accepted in this project
HOW TO APPLY
Please include:
- Portfolio or GitHub link with at least one shipped project
- Brief description of your role on each relevant project (what you owned, what shipped)
- Your availability and general rate range
- Any questions about scope or timeline
Applications without a shipped project in the portfolio will not be reviewed.