Gameplay Programmer (12 Month Maternity Cover)

2 Months ago • All levels • Game Design

Job Summary

Job Description

Glowmade seeks a Gameplay Programmer for a 12-month maternity cover contract. Responsibilities include integrating new gameplay features, collaborating with art and design teams, and enhancing the game's overall feel. The role demands strong C++ skills (proficiency, not excessive use of advanced templates), a passion for gameplay mechanics (controls, camera, combat, AI), and a knack for creating engaging experiences. The ideal candidate will take ownership of key features, contribute to the game's success, and actively participate in a collaborative team environment. The position offers the opportunity to contribute significantly to the game and the company's success.
Must have:
  • Strong C++ skills
  • Gameplay programming experience
  • Collaboration with art and design teams
  • Ownership of key features
  • Excellent problem-solving skills
Good to have:
  • Experience with physics or networking
  • Cross-platform development experience
  • Performance optimization skills
  • Shipped a game as part of a team
  • Artistic eye

Job Details

Hello, we’re Glowmade! We’re an exciting independent company and the goal of our games is to unlock people's imagination and help them express themselves in wonderful, fun ways. Right now we’re busy building a new multiplayer cooperative game with an ambitious creative wrapper around it. We can’t say too much, but if you can imagine Jim Henson’s Labyrinth mashed up with Wrestlemania, then you’ll be on the right track!

This is an opportunity to play a crucial role in our small but efficient code team. Reporting to Adam Pearce (Gameplay Lead), you’ll be working closely with him and the design team as you implement that elusive, ethereal F.U.N. We need you to build critical gameplay features all the way from meeting the design and art needs, to what the player sees on their screen.

From day one we would like you to...

  • Enthusiastically jump into the existing codebase and take ownership over key features
  • Work closely with both our art and design teams to help make their needs a reality
  • Have opinions about how we can improve the game and its feel..

In six months you will be...

  • Pivotal to the success of the game, having designed and built key code features and continue to support them for release and beyond..
  • A central, supportive member of our small gameplay team

Requirements

The ideal candidate would…

  • Enjoy working in a variety of gameplay disciplines, from controls and camera, to combat and AI.
  • Have the ability to wrap your head round the ‘feel’: that thing that makes a product feel great and puts a smile on someone’s face.
  • Come armed with a strong technical background, where your intuition to the ‘what’ is backed up by the ‘why’
  • Show willingness to do all the things, in order to move the game forward..
  • Be at C++ Level: Brilliant, but not so Brilliant you use template metaprogramming, traits and std::range all the time.

Advantageous qualities

  • An artistic eye married with an ability to express that in code
  • Shipped a game as part of a team
  • Interest in physics or networking
  • Experience working on a cross-platform project
  • Experience in performance and optimisation
  • Not super-fussed about Object Oriented design

A few more bits...

This is a fixed term 12 month employment contract role and an opportunity to make a significant contribution not only to the game but to our team and the company. Everyone at Glowmade has a voice, and it’s important to us that you feel empowered and are given the time and space to use it.

We’re based in Guildford, UK, and are interested in both onsite and remote candidates. We offer competitive wages and we are an actively equal opportunities employer. If all of the above sounds exciting and you think you can fill this pivotal role, please get in touch. No agencies please!

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About The Company

We are in many ways a typical UK based games company. Our three founders all worked together at Lionhead, made some half decent stuff, got on well, shared stories, shared a dream - well you know the kind of thing. The key catalyst had been the combination of their core skillsets - code, design and art - the essence of games creation.

To this nucleus, we have gradually added people with complementary abilities such as character creation, UI, animation, systems coding, consumer insight, marketing and studio representation. Now, as a growing company, we have a team that has been lucky to work on some great games for some great companies, but we want to do more.

Any company’s culture will develop over time, especially when growing organically as we are right now. We have, however, from the very start wanted to have a vision with clear creative guidelines. These are, in no particular order, inclusivity, creativity, exploration, community and surprise. That is not to say we are all pink and fluffy. We like looking under rocks, scaring ourselves and generally challenging the expected. And we are working hard to bring these facets into everything we do with the belief that by doing so we will make the best games we possibly can. 

England, United Kingdom (On-Site)

England, United Kingdom (Hybrid)

England, United Kingdom (Hybrid)

Guildford, England, United Kingdom (Hybrid)

Guildford, England, United Kingdom (Hybrid)

Guildford, England, United Kingdom (On-Site)

Guildford, England, United Kingdom (On-Site)

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