C++ Network Engineer / “Serpents in the Mist” 2D/4K Turn-Based Tabletop Strategy
Posted by James Thor
We’re looking for an experienced C++ Network Engineer (who is also a strategy game enthusiast) ready to work with our turn-based digital board game Serpents in the Mist and the proprietary Legendo technology that powers it. Experience in multi-platform game development and knowledge of Steamworks SDK, Open GL/ES, Metal 2, and DirectX 11/12+ is a big plus. If you’re familiar with low-level network protocols and know-how to tame any router (no matter how exotic) for NAT punch-through, we’d most likely hire you on the spot!
- You have fond memories of Advance Wars, Metal Marines, and Final Fantasy Tactics. You saw the potential in Banner Saga Factions long before anyone else. You’re also familiar with Sid Meier’s Pirates! and Carcassone.
- You understand that cunning and intuition of a human player will easily outmatch any AI game opponent and that it’s nearly impossible to design a gameplay-intended AI that can beat an experienced player. You also understand that’s not really the point.
- You are aware that front-end development and an intuitive GUI is an integral part of any strategy game, and that developing menus and user-interface is part of the job and in no way a trivial task. The user-interface IS the game, and if a multiplayer lobby doesn’t feel natural and accessible to players, that’s a highly serious problem.
- You know that making games is not only very hard but also a clash of artistry and technology and marketing and iteration and timing and luck — and that it’s all about as predictable as the deaths of the starring cast in an early episode of Game of Thrones.
- You own a modern, powerful MacBook Pro, iMac, or Mac Pro with a 4K display on which you’ve spent considerable time in Xcode.
Tasks include but are not limited to adjusting game AI and player flow, retrofitting multi-platform asynchronous network code and error handling from scratch, upgrading core mechanics, and reimplementing GUI in our proprietary game framework and multi-platform “engine” Knarr™.
You have no problem finding your way around large code-bases, every issue you encounter is just another opportunity to improve existing code.
We use Visual Studio, Xcode, custom RedMine, Sub-Version/Git to manage code, describe tasks, follow-up on issues, and to maintain content and artwork assets.
- Initially Remote/Offsite (text- and video-based communication via Discord).
- Implement multi-platform asynchronous network play and voice/text communication using Vivox SDK for Windows/macOS/Switch/Xbox One
- Improve, refactor and optimize existing code using Visual Studio and Xcode.
- Analyze, debug and fix errors on an ongoing basis resulting in clean builds with a minimum of errors and warnings.
- Learning of Knarr™ framework and architecture, from game-interface to graphics API interface.
- Ongoing development of clean, well-structured and portable C++ code.
- Track, report and manage tasks and code using SVN/GiT and RedMine.
- You have shipped at least one commercial strategy game on PC or on Mac or on both.
- Experience working on PlayStation, Nintendo, and Xbox console platforms would be advantageous.
- Familiarity with Unreal Engine 4 would not hurt for ancillary Legendo projects that may be in development (not a requirement).
- Using tabs (not spaces) you write simple, data-oriented code that is easy to read, easy to debug, easy to maintain, and easy to optimize.
- A university degree in Computer Science would be favorable.
- We expect that you have exceptional C++ skills coupled with strong math abilities and strong knowledge of object-oriented programming.
- Good understanding of gameplay systems: AI, camera, player control, game objects.
- Strong written and verbal English skills.
Please send your resume or CV to email@example.com if you are interested in this position.
Legendo takes a detailed look at each and every application submitted. As such, we’ll be sure to contact you, personally, if we wish to continue the application process. We encourage applicants to check back often for future openings. People and projects move fast in the games industry, so keep in mind that to get a job, whether freelance/remote or onsite, timing and luck can be nearly as important as skill.
Please note that Legendo receives an overwhelming number of applications. Unfortunately, we are unable to respond to each and every request individually, and at this point in time, we are unable to accept internships. However, we do appreciate every e-mail sent, and we encourage aspiring game developers to keep trying (rest assured we’ve seen your e-mail and that sending it was not in vain, even if we aren’t able to respond.)