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All Listings (27)
Playtest Participant, Competitive Build
Sundari Sector Studio
Two weeks of scheduled playtest sessions on an unreleased competitive patch, four hours a week, paid. You will file structured feedback against a form rather than free-form opinions, and you need to be comfortable under an NDA. Immortal-equivalent rank or above.
Competitive Systems Designer
Sundari Sector Studio
Own balance for a hero shooter with a competitive scene that reads every patch note like a legal document. Every change you make ships with the data behind it, published. You will be argued with in public and you will be expected to answer.
Marketing Coordinator
Vermillion Row
A six-month paid internship supporting launches across three titles: store pages, creator outreach and the unglamorous asset tracking that keeps a launch on schedule. We hire from this internship where there is a role, and we say so at the start when there is not.
QA Engineer
Bandra Bit Foundry
Manual and automated QA on a live title and a project in production. The job is half finding problems and half writing them down so someone can act on them, and we weight the second half heavily in the interview. No prior games experience required if you can demonstrate the writing.
Broadcast Director
Terminal Velocity Esports
Direct six broadcast days across two tournaments, including run-of-show, observer direction and talent cues. Kit is provided and the crew is in-house. We pay per event day and we pay within fourteen days, which we mention because the industry standard is worse.
UI Artist
Monsoon Line Games
A ten-week contract redesigning the progression and store screens for a mobile-first racing game. Must be readable at 30 percent scale on a phone in daylight and must survive Devanagari and Tamil string lengths. Fixed budget, milestones at blockout, first pass and handoff.
Developer Advocate
Aether Foundry Labs
We sell tools to engineers, so the docs are the marketing. You will write them, record the walkthroughs and take the questions that come back. Half the job is telling our product team what the docs cannot paper over.
Assistant Coach, Sundari Sector
Deccan Vanguard
Support the head coach across one main roster and one academy roster: VOD preparation, scrim scheduling and individual review sessions. Practice runs in scheduled blocks and so do you. Bootcamp travel is covered and capped at eight weeks a year.
Senior Gameplay Programmer
Bandra Bit Foundry
You will own a combat or traversal system end to end, including the tooling designers use to tune it. We are a 90-person studio with two shipped titles and a third in production. The role reports to the technical director and comes with a written scope for the first six months, which we will send you before you interview. Our salary band for this role is published above and we do not negotiate downward from it.
Narrative Designer, Contract
Ink & Iron Narrative
Ten weeks writing branching dialogue in Ink for a narrative title, working paired with a concept artist from day one. Every branch must be playable at the commit that introduces it; we do not write into a document and hope.
Technical Artist
Grimwater Collective
Own shaders, VFX and the frame budget on a horror title in Unreal. Fully remote and fully async: decisions are written down, and we will not ask you to be awake for a call in another timezone. Fifteen people, no office anywhere.
Backend Engineer, Live Services
Monsoon Line Games
Matchmaking, inventory and the services behind a racing game with 190,000 monthly players. On-call is one week in five and it is compensated. We publish our incident reports, so you can read exactly what you would be on call for before you apply.
Instructor, Gameplay Programming
Southern Circuit Academy
Teach one twelve-week cohort of fifteen students, two evenings a week, on the job you currently do. We supply the curriculum skeleton and you rewrite whatever is out of date, which is most of it. Paid per cohort, half up front.
3D Character Artist
Lantern & Loam
Stylised game-ready characters under a hard triangle budget, because the game ships on Switch. You will work with the animator from the first blockout rather than handing a model over the wall. Salary quoted in USD, paid locally.
Publishing Manager, South Asia
Vermillion Row
Run three to four titles a year from signing to twelve months post-launch, working directly with studios of five to thirty people. You will own the marketing budget and the launch plan and you will write the post-mortem afterwards, publicly. Hybrid, three days in Gurugram.
Contract Pixel Artist
Kalari Interactive
Six weeks of tileset and prop work at 32px for a small puzzle game. We are four people and we pay from our own revenue, so the budget is fixed and stated rather than discovered at the end.
Environment Artist (Mid-level)
Bandra Bit Foundry
Modular environment work on a third-person action title, building kits that survive a designer moving every wall. You will work alongside two other environment artists and a technical artist who owns the performance budget. Portfolio matters more than years; send us one environment you are proud of and one you would redo.
Placement Coordinator
Southern Circuit Academy
Connect graduating cohorts to studios and, more importantly, publish honestly what happened to everyone who did not place. You will own the numbers on our site and you will be the one who has to stand behind them.
Sound Designer, Creature Work
Grimwater Collective
Eight weeks of creature vocalisation and environmental audio for a horror title, delivered implemented in FMOD rather than as a folder of files. Field recording preferred over library work and we will pay for the session time to do it.
Build Engineer
Aether Foundry Labs
Own the hosted build pipeline 340 studios depend on. The interesting problems are cache invalidation, cold-start times and telling a customer their project is the problem without losing them.
Live Ops Manager
Monsoon Line Games
Own the seasonal calendar for a live racing game: events, economy tuning and the analysis that says whether any of it worked. You will have a data analyst and direct access to the engineering team, and you will be expected to kill your own features when the numbers say to.
VFX Artist
Sundari Sector Studio
Ability and impact VFX that stay legible at the lowest settings, because a competitive player will turn off anything that costs them a frame. You will work directly with the systems designer on readability rather than receiving a finished ability to decorate.
Content Producer
Deccan Vanguard
Own the org’s video output: match recaps, player features and the documentary series we keep promising. You will have a camera budget and two players who are genuinely good on camera. Travel to four events a year.
Sponsorship Executive
Terminal Velocity Esports
Sell against a published rate card, which means you are selling a real number rather than negotiating from air. You will build the post-campaign reports too, so you will find out quickly which inventory is actually worth what we charge.
Community Manager, India
Paperlantern Studios
Demo listing — not a real vacancy. Run the Discord and the socials, turn player complaints into something the team can act on, and be the studio voice on days when there is nothing to announce. What we would look for: a year or two moderating a real community, writing that sounds like a person, and a high tolerance for being asked the same question every week.
Freelance Concept Artist — Creature Pass
Paperlantern Studios
Demo listing — not a real contract. Six creature concepts for a themed pass: silhouette exploration, one refined pass each, and a turnaround for the two that get picked. What we would look for: a portfolio with creatures in it, a readable process, and delivery in a format a modeller can actually use.
Gameplay Engineer (Unity)
Paperlantern Studios
Demo listing — not a real vacancy. Work on player movement, combat feel and the systems around them in Unity. You would own a feature from prototype to ship, sit next to design while it is still ugly, and write the tools that keep the team fast. What we would look for: three or more years in Unity, comfort with C# and profiling, and the patience to make one jump feel right forty times in a row.
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