Gameplay Programmer (12 Month Maternity Cover)

2 Weeks ago • 5 Years + • Game Design

About the job

Job Description

Glowmade is seeking a Gameplay Programmer for a 12-month maternity cover position to work on their new title, King of Meat. The role involves implementing key gameplay features, collaborating closely with art and design teams, and taking ownership of critical code features. Responsibilities include integrating design and art needs into functional gameplay, ensuring a positive player experience, improving game feel, and supporting the game through release and beyond. The ideal candidate will have 5+ years of experience in various gameplay disciplines, strong technical skills, a positive attitude, and a passion for game development. Experience with C++ is essential, although deep template metaprogramming is not required.
Must have:
  • 5+ years experience
  • Gameplay disciplines expertise (controls, camera, combat, AI)
  • Strong C++ skills
  • Collaboration with art & design teams
  • Ownership of key features
Good to have:
  • Artistic eye and code expression
  • Shipped game as part of a team
  • Physics or networking experience
  • Cross-platform project experience
  • Performance optimization expertise
Perks:
  • Competitive wages
  • Equal opportunities employer
  • Voice and empowerment in the workplace
  • Onsite and remote options

Description

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. This position is a 12 month maternity cover where you will be working on our recently announced title, King of Meat.

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…

  • Have 5+ years' experience
  • 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)

Guildford, 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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