Procedural Generation Developer

Schedule: Monday - Friday: 7:00 AM - 12:00 PM CST (US Central Time) • Saturday: 12:00 PM - 3:00 PM CST (US Central Time)
Location: Remote (Work from anywhere!)
Contract: Part-time

Build the engine that builds our worlds.

We’re building a 3D multiplayer espionage RPG in Unity — a modern revival of a cult-classic that ran for over 20 years and still has a devoted community. We’re not pre-concept or hoping it works. We run public playtests with a live player base, we’re entering festivals (currently sitting in FIRST PLACE at indie game festivals), and we have a tight team of senior developers shipping real systems every single week.

Our game runs on instanced missions — players teleport into a casino, a bank, an abandoned factory, pull off the job, and get out. Today those mission maps are assembled by hand from a library of modular building blocks. Your job is to build the machine that assembles them instead: a seed goes in, a complete playable mission map comes out — and the same seed produces the same map for every player, every time, on a dedicated server. The pipeline is already designed and working around you: the module library, the mission framework, the session flow. What’s missing is the generator at the center. That’s your seat.

And this engine is not a one-game feature — it’s being built as the studio’s generation library, designed to carry our future titles too. This is your chance to put a festival-selected, traction-backed studio on your portfolio and own the engine at the heart of it.

As our Procedural Generation Developer, you will:
  • Building the assembler — turning a seed and our module library (strict grid, defined snapping sockets) into complete, playable mission layouts
  • Building the automated validation gate — connectivity, spawn safety, collider and navigation integrity, performance budget. A map that fails validation never reaches players
  • Deterministic generation on a dedicated authoritative server — same seed, same map, for every player, every time
  • Editor tooling so our level designer can add map modules and our producer can tune mission rules in data files — without touching code
Who we are looking for?
  • A shipped procedural generation system you built yourself — any genre. A single-player roguelike or dungeon crawler on Steam or itch.io counts fully
  • Strong Unity and C# fundamentals — clean, readable code that another engineer can extend
  • Determinism discipline — you know what silently breaks same-seed-same-output (random state, iteration order, frame-dependent logic) and how to guard against it
  • You build inside an existing architecture — our pipeline (seed, modular assembly, validation, spawn) is decided and working. We need it extended, not rewritten
  • You write tests — our validator is a test suite, and our studio standard is that code ships with tests
  • You take direction and iterate on feedback without ego — the producer signs off on the work
  • You’re careful in a shared codebase — a tech lead gates every merge and a senior engineer reviews your work

Nice to Have

  • Online multiplayer experience — any networked game, any netcode library
  • Runtime navmesh or AI pathfinding on generated layouts
  • Editor tooling experience — custom inspectors, ScriptableObject workflows, tools built for non-programmers
  • A shipped roguelike with seed sharing or daily runs — that’s our favorite kind of portfolio

The Schedule — Please Read

This is a part-time seat with set hours. You must be able to work this schedule reliably:

  • Monday – Friday: 7:00 AM – 12:00 PM CST (US Central Time)
  • Saturday: 12:00 PM – 3:00 PM CST (US Central Time)
Why Join Us?
  • Proven concept — we’re past “will it work.” We run multi-hour public playtests on a stable build
  • Real traction — an existing player base waiting on every release
  • Festival momentum — currently leading indie game festivals, with more submissions in flight
  • A senior team worth learning from — you’ll be guided, not thrown in the deep end
  • Your name on a real, shipping title — and on an engine built to carry the studio’s next games

This isn’t for you if your first instinct is to rewrite working systems from scratch, or if you go quiet when you’re stuck. If you can take a seed and a library of parts and build places players have never seen twice — we want to talk.