Live opening · Posted 10 hours ago
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About the role
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About This Role
Warforge Studio | Doha, Qatar | Full-Time | Remote/Onsite WarForge needs an engineer who can take a gameplay system from design spec to shipped, working feature — with the judgment to make good calls where the spec doesn't cover every case. This is new scope, not a backfill: you'll be building systems that don't exist yet, working closely with Design to get feel and balance right through iteration, not a one-shot handoff. What You'll Be Doing * Own end-to-end feature execution: take gameplay systems from design spec through implementation, testing, and shipping polish * Work directly with Design to fine-tune feel and balance — timing, values, edge cases through playtesting and iteration * Write clean, testable C# with unit test coverage for game logic, and profile for mobile performance as part of normal delivery, not as an afterthought * Build systems with server-authoritative state ownership in mind — the client proposes, the server (or eventual backend) validates * Work with the Engineering team to fit new systems into Warvest's shared architecture (state machines, timers, config loaders, resource tick, save/load) rather than building in isolation * Design combat, economy, and progression data to be config-driven so designers can tune values without code changes * Flag spec gaps or technical constraints early rather than guessing silently ---------------------------------------- What You Have * Strong C# and Unity experience, 4+ years in professional game development * Experience building combat, simulation, or other performance-heavy gameplay systems -Comfortable iterating alongside designers during tuning and balancing passes, not just implementing a locked spec * Solid grounding in profiling and optimizing for mobile hardware * Have written or can speak clearly to unit testing for gameplay systems (EditMode/PlayMode or equivalent) Nice to Have * Shipped experience on a combat-driven, RTS, tower-defense, or 4X-style mobile title * Practical experience with Unity DOTS/ECS (Entities, Burst, Jobs) — we'll use it selectively for systems with heavy simultaneous entity counts, like the world map * Experience with deterministic or server-authoritative simulation * Familiarity with live-ops or content pipelines that let designers update game data without a build
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