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UI Programmer

dla Plot Twist SA w Kraków

Praca stała Programowanie


Title

Lead Systems Developer - Erosion

Studio: Plot Twist 

Project: Erosion (PC and consoles) Trailer Gameplay

Type: Full-time 

Location: Kraków [On-site]

About Plot Twist

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.

The Role

We're looking for a UI Programmer to own the interface layer of Erosion - one of the most demanding parts of the game. This is a UI-heavy title: deep build and inventory screens, a multi-currency camp progression system, a roguelite run loop full of reward choices, a world map, and a time-jump mechanic that has to communicate ten-year leaps and a daughter aging across the player's runs. The UI is not decoration here. It is how players read the systems, and right now it is the difference between our best ideas landing or getting lost.

This role sits at the intersection of programming and player experience. The best candidate will be someone who doesn't just ask "how do I build this menu?" but also "what is the player actually trying to understand here?"

What You'll Do

Own the UI layer - architect and build clean, reusable, data-driven UI for menus, HUD, inventory, build and skill screens, the camp upgrade flow, map and navigation, and the timeline interface

Make complex systems readable - turn dense systemic data (item tiers, modifiers, synergies, currencies, run rewards) into interfaces players can parse at a glance under combat pressure

Bridge design and engineering - work closely with the Game Director and UI/UX Designer to translate UX intent and mockups into solid, maintainable interface code

Sweat the feel - juice, transitions, hold-to-charge interactions, controller and mouse/keyboard parity, readability at speed

Contribute hands-on - solve hard layout and state problems, fix bugs, and raise the bar on how the whole game communicates

What We're Looking For

UX instinct

  • You think about clarity and player attention first, then build the system to serve it

  • You've shipped UI-heavy game interfaces - inventories, skill trees, shops, progression screens, HUDs

  • You can read a design doc or a mockup and spot the readability traps before writing a line of code

Technical depth

  • Strong programming fundamentals - we work in Unreal Engine 5/C++

  • Solid experience with UMG/Slate, Common UI, and data-driven UI; you know how to keep UI decoupled from gameplay state

  • You're comfortable with complex, stateful screens that have to stay in sync with live systems

  • 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 an architectural call and a one-pixel alignment fix in the same afternoon

  • You care about the game, not just the ticket

Nice to Have

  • Experience on roguelikes, action games, or builds-and-loot driven projects

  • A good eye for motion and game feel; comfort working hand-in-hand with a 2D artist

  • Experience with localization-ready UI and controller/PC input parity

  • Familiarity with Perforce

  • Shipped a game

What We Offer

  • A 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)

How to Apply

Send your CV and a short note about a piece of UI you're proud of - what it had to communicate, why it was hard, and what you'd do differently now.

Applications without a note will not be reviewed. We read everything.


Data publikacji: 2026-07-01

Liczba wyświetleń: 332

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