Live opening · Posted 5 days ago
At a glance
The key details from the original listing.
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About the role
Description supplied by the original job listing.
Feel is the feature.
What you’ll own
The build, the feel, the performance. You'll turn a design pitch into a playable prototype in days, then ship it into a hybrid-casual title that runs buttery on a five-year-old phone. You'll own the gameplay-audio sync, the input loop, frame budgets, and the polish players never notice but always feel. You'll prototype fast and make the hard call every time: ship it, optimize it, or cut it.
You
Have shipped mobile games end-to-end — and you sweat frame budgets and input latency
Are deep in Unity / C# and/or a modern web game stack, and own architecture without hand-holding
Have tuned gameplay until it 'feels right' — and can explain why it didn't before
Treat audio / rhythm sync as gameplay, not a plugin
Prototype in days, not weeks, and aren't precious about cutting your own code
Use AI to code and ship — it's already part of how you build, on every new problem
Set the bar on engineering craft and raise the people around you
Are at home with ambiguity, autonomy, and a small team that ships
Also useful
Bonus points for shipped hybrid-casual hits, live-ops / remote-config experience, shader or DSP / audio-engine chops, and a feel for UX.
Why Ludaxis
A founder who's spent 10+ years shipping F2P hits. The backing of Amanotes. Real ownership of a real game from day one. And a studio quietly obsessed with craft — flow, near-miss pacing, designed difficulty, the details that separate good from great.
If making a puzzle feel like an instrument is the kind of problem you can't put down, let's talk.
Direct application
Apply for Senior Game Developer
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