Supporting a new intellectual property’s foundational lore
Leading and managing the Quest Design team to meet project objectives, quality standards, and production milestones
Setting clear goals and performance expectations aligned with the broader project vision
Collaborating with the quest, narrative, level design teams and other departments in crafting a cohesive experience for the game’s locations, characters, content, and plots
Acting as the primary point of contact for Quest Design within the project, communicating status, risks, and needs to senior leadership
Requirements
Nice to have: AAA Open World titles
Nice to have: Side or indie game development
Nice to have: Pen and paper, board, or trading card games
The Senior Mission Designer is responsible for the creation and implementation of new missions, upkeep of existing missions, and creation of events for players within the Star Citizen persistent universe.
Responsibilities
Take ownership of a high-level design and work on solidifying it before pitching it to your lead.
Own the end-to-end design, document, delivery of missions, mechanics and systems from taking them from concept through to completion.
Work in various in-house tools including StarScript, a visual scripting editor, to create logic for missions, systems and events.
Work closely with other departments to suggest improvements to features your mission utilizes
Take ownership of content for regular in-game events and demos, ensuring quality and consistency
Lead the technical development of real‑time digital twins, simulation environments and automated virtual systems for CETEC.
Compensation
£45,000 - £50,000 / year
Responsibilities
Design and develop real‑time digital twins of CETEC facilities, clean‑energy technologies and engineering systems using NVIDIA Omniverse, OpenUSD or comparable industrial platforms.
Create simulation‑ready environments from CAD, BIM, Revit, IFC, engineering drawings and point‑cloud data, building workflows to convert, optimise and manage assets, and reusable components and architectures that scale across facilities.
Implement physics, system states, equipment behaviour and engineering logic to model normal operation, faults, failures and abnormal scenarios, allowing configurations to be tested safely and supporting virtual commissioning of equipment and control strategies.
Develop automation and control logic, including control sequences and closed‑loop simulation, integrating PLCs, BMS, IoT and other industrial control technologies where appropriate.
Build interactive interfaces that let users change parameters, operate equipment and observe system responses in real time.
Requirements
Relevant degree, HND/HNC, apprenticeship or equivalent practical experience in engineering, computer science, simulation, games technology or built environment technology
Design and implement advanced gameplay systems, mechanics, and features using Godot engine.
Compensation
Compensation is output-based; experts are paid per task that meets the project specifications. The time required to complete work may vary depending on the expert’s experience and workflow. Minimum submission requirements apply. Experts must submit a minimum of tasks per week.
Responsibilities
Design and implement advanced gameplay systems, mechanics, and features using Godot engine.
Collaborate on scene creation, visual scripting, and asset integration to ensure interactive and visually appealing content.
Provide in-depth documentation and regular written feedback on game development processes and delivered components.
Deliver comprehensive code reviews and mentorship to enhance the project’s overall code quality and maintainability.
Identify, analyze, and resolve technical challenges, optimizing performance and user experience.
Requirements
Nice to have: demonstrated experience in game development
Nice to have: portfolio or verifiable published work
Nice to have: advanced proficiency with at least one major game engine
Nice to have: comfort with engine scripting languages
Nice to have: proven ability to identify and resolve gameplay issues
Join the Player 3C Team as the designer embedded with programmers and animators, working on how the game feels to play. You will design weapons, advanced driving, input mapping, and other Combat/3C features.
Locations (2)
Wrocław, Województwo dolnośląskie, Poland
Warsaw, Mazowieckie, Poland
Responsibilities
Design new weapons, advanced driving mechanics, input mapping and other Combat/3C features
Working daily with programmers and animators, speaking their language and keeping the feedback loop short
Writing feature specs, refining them with programmers, and adapting them as implementation reveals new constraints and opportunities
Contributing to implementation by providing clear guidelines, supporting the team along the way, and configuring, balancing and tuning your features in our proprietary engine and tools
Running deep benchmarks of comparable features in other games to ground your design decisions in evidence