09Apr

We’re Hiring: Lead Software Engineer, Unity

Spry Fox is looking for a lead engineer, experienced with working in Unity, to help us develop a new cozy game! Note: we intentionally keep our teams as small and as experienced as we can, while sticking to a 40 hour work week and avoiding crunch, because we believe small teams accomplish more and are more pleasant to be a part of. This means that you’ll definitely be rolling up your sleeves and writing code alongside all the other engineers at all times, but you’ll also be sharing your wisdom and helping solve our hardest technical problems on a team-wide basis.

Position requirements. You must:

  • Have at least five full years of professional game development experience, and preferably more
  • Experience shipping at least one commercial games using Unity, and preferably more
  • Be very comfortable working remotely (we’re a virtual studio; everyone works from home!)
  • Speak and write fluently in English
  • Live in a US-adjacent timezone or be willing to work from 10am-2pm PST Monday through Thursday
  • Want to make the world a better place

While not required, it would be nice if you also:

  • Have any backend (i.e. multiplayer/server) development experience
  • Have interests outside of game development
  • Have shipped several games in your professional career

What are we offering?

  • 40 hours a week. We treat crunch like the result of serious mistakes that we’ve made, not a natural and inevitable part of the development process.
  • Interesting, original work as part of a small, supportive, and friendly team full of thoughtful people who care about each other and care about our impact on our players’ lives.
  • The opportunity to work on an IP that is blessed with one of the loveliest, most supportive and empathetic communities that you could ever imagine.

We love to see candidates from under-represented backgrounds. If you think you might fit our needs but aren’t sure, please, don’t hold back! Send us your resume. The absolute worst that could happen is that we’ll receive your email with gratitude and let you know that while this opportunity might not be the best fit for you, others we’ll have in the future could be. Best case, you’ve got yourself a new job with people who are psyched that you took a chance on us. 🙂

Please send your full resume, references, and anything else you think we should see to jobs@spryfox.com.

What’s it like working for Spry Fox?

Spry Fox’s motto is “make the world a better place.” We try to do that through the games we make, whether that’s by designing MMOs that encourage the development of friendships, or by designing our life sim, Cozy Grove, to encourage empathy, or by designing our puzzle game, Alphabear 2, to promote English language learning. We’re always asking ourselves “how does this game improve your life?”

We also strive to be a company that is a pleasure to work for. We hope to be an important but not dominating part of your life. We want you to have friends, family, hobbies, and a life outside of work. We want you to love your colleagues and know that they support you 100%. We want you to be proud of what you do and how you do it.

We make highly original games. Invention is part of our DNA. You’ll be working on designs that often don’t fit in a comfy genre box.

We’re fully remote, and have always (12+ years) been fully remote, which means you have the flexibility to work your 40 hours a week from where ever you like, and in whatever configuration you’d like. This is not something we’re just trying to adapt to in response to the pandemic. As long as you have an overlap with your team almost every day, let people know what you’re up to, and don’t leave the rest of us hanging, almost anything goes.

We currently have Foxes in Europe, South America, Canada, and the US. We have a retreat once a year to come together, bond, discuss the long-term future of projects and the company, and stay up way too late chatting around campfires.

We have lives outside of work. Lots of us have children. Different Foxes enjoy playing music, reading books, storytelling RPGs, and traveling.

Spry Fox recognizes crunch is a negative and counter-productive practice in our industry. We consider more than a couple of weeks of crunch in a year to be a serious failure of management — something to be learned from and avoided in the future. And we have never crunched for more than six continuous weeks in the twelve year history of our studio (a blemish consigned to our very distant past, hopefully forever.)

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