dla Plot Twist SA w Kraków
Praca stała Programowanie

Studio: Plot Twist
Project: Erosion (PC and consoles) Trailer Gameplay
Type: Full-time
Location: Kraków [On-site]
We're the team behind The Last Case of Benedict Fox, and we're now deep in development on Erosion - an open-world, twin-stick roguelike set in a post-apocalyptic Wild West where every death jumps the world forward ten years. It's a game about consequence, time, and a father's desperate mission to save his daughter.
We're a small team of people who care deeply about craft, trust each other, and move fast. You won't be a cog here - your decisions will shape the game directly.
We're looking for a Lead Systems Developer to own the Systems team on Erosion - a small but critical cell responsible for the quest system, minigames, game flow, map, navigation, and UI. This is a leadership role as much as a technical one: you'll be the person who brings coherence to interconnected systems, mentors the people building them, and works closely with the Game Director and Producer to make sure the game's most ambitious ideas actually ship.
This role sits at the intersection of programming and design. The best candidate will be someone who doesn't just ask "how do I build this?" but also "should we build it this way?"
Lead and grow a team of programmers (quest/minigame systems, game flow/map/navigation, UI), providing technical direction, code reviews, and day-to-day mentorship
Own systems architecture - design and implement scalable, interconnected systems that support Erosion's core time-jump and consequence mechanics
Bridge design and engineering - collaborate closely with the Game Director to translate systemic design intentions into solid, maintainable code
Drive clarity - identify dependencies, surface risks early, and help the team prioritize ruthlessly in a fast-paced environment
Contribute hands-on - this is not a purely managerial role; you'll write code, solve hard problems, and lead by example
Systems design instinct
You think about player experience when architecting systems, not just technical elegance
You've worked on quest systems, progression, or simulation-heavy systems in shipped games
You can read a design doc and spot the implementation traps before writing a line of code
Leadership & mentoring
You've led or mentored developers before - not necessarily a large team, but you know how to give feedback, unblock people, and build trust
You're comfortable being the person who makes the call when there's ambiguity
You know when to shield your team and when to escalate
Technical depth
Strong programming fundamentals - we work in Unreal Engine 5/C++
Experience with complex, stateful systems that need to be saved, replayed, or time-shifted is a big plus
You write code others can maintain
Indie mindset
You thrive in small teams where the process is still being figured out
You can context-switch between a big architectural decision and a small bug fix in the same afternoon
You care about the game, not just the ticket
Experience on roguelikes, open-world games, or procedurally driven projects
Familiarity with voxel-based or destructible world systems
Familiarity with Perforce
Shipped a game
A senior seat at a tight-knit, ambitious indie studio
Direct creative influence on a live, player-facing product
A team that respects your time and your craft
Flexible working hours (core hours 10:00–15:00)
Private healthcare
Pet-friendly office in the center of Krakow (ul. św. Krzyża)
Send your CV and a short note about a system you're proud of - what it did, why it was hard, and what you'd do differently now.
Applications without a note will not be reviewed. We read everything.
Data publikacji: 2026-04-02
Liczba wyświetleń: 266