AXG2 6XcuTnupE - Unity — United States
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ОткликнутьсяUF36P3Aq nPdfXA | Doha, Qatar | Full-Time | Remote/Onsite
var5tmTq needs an engineer who can take a gameplay system from design spec to shipped, working feature — with the judgment to make good calls where the spec doesn't cover every case. This is new scope, not a backfill: you'll be building systems that don't exist yet, working closely with Design to get feel and balance right through iteration, not a one-shot handoff.
What You'll Be Doing
• Own end-to-end feature execution: take gameplay systems from design spec through implementation, testing, and shipping polish
• Work directly with Design to fine-tune feel and balance — timing, values, edge cases through playtesting and iteration
• Write clean, testable C# with unit test coverage for game logic, and profile for mobile performance as part of normal delivery, not as an afterthought
• Build systems with server-authoritative state ownership in mind — the client proposes, the server (or eventual backend) validates
• Work with the Engineering team to fit new systems into Warvest's shared architecture (state machines, timers, config loaders, resource tick, save/load) rather than building in isolation
• Design combat, economy, and progression data to be config-driven so designers can tune values without code changes
• Flag spec gaps or technical constraints early rather than guessing silently
What You Have
• Strong C# and Unity experience, 4+ years in professional game development
• Experience building combat, simulation, or other performance-heavy gameplay systems -Comfortable iterating alongside designers during tuning and balancing passes, not just implementing a locked spec
• Solid grounding in profiling and optimizing for mobile hardware
• Have written or can speak clearly to unit testing for gameplay systems (EditMode/PlayMode or equivalent)
Nice to Have
• Shipped experience on a combat-driven, RTS, tower-defense, or 4X-style mobile title
• Practical experience with Unity DOTS/ECS (Entities, Burst, Jobs) — we'll use it selectively for systems with heavy simultaneous entity counts, like the world map
• Experience with deterministic or server-authoritative simulation
• Familiarity with live-ops or content pipelines that let designers update game data without a build