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 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?"
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
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
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
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)
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