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Game Developer · Embedded Device Games

You turn PRDs into games that actually run on the hardware. Twelve in the first package, six per package after that.

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CompensationPaid per package
Full terms

Position summary

You turn PRDs into working builds on real hardware. Every game has to fit the device limits — memory, CPU, input, display — and meet the educational requirements set by the content team.

The format is part-time and package-based: twelve games in the first package, six in each one after that. We would rather keep the same developer across packages so quality and integration stay consistent.

Key responsibilities

  • Games built from PRD: mechanics, states, feedback, win and lose flow, edge cases, running on the target device.
  • Work inside the hardware constraints set by the device team: performance budget, asset limits, input model, build pipeline.
  • Integration with the on-device game runtime, or a minimal extension when a PRD requires one.
  • A tested build per game: playable on hardware, with documented assumptions and a short handoff note for the next package.
  • Alignment with the content methodologist on learning intent, age fit and the required pedagogical elements.

Required qualifications

Read this block before applying. If most of these are a no, we won't be able to take you on this role, and we'll both lose the time.

  • 5+ years shipping games or interactive experiences: public releases, playable builds or live integrations you can demo.
  • At least two shipped cases under tight hardware limits: embedded Linux, MCU-class devices, custom handhelds, IoT displays or mobile with a strict performance budget.
  • You read a PRD and deliver a working game: scope, acceptance criteria and a demo on target hardware or an agreed test build.
  • Resource discipline: you size assets, loops and logic for fixed RAM, CPU and storage. You profile and cut scope before you miss a date.
  • Hands-on 2D gameplay: state machines, collision or touch logic, timers, progression, audio and visual feedback on lightweight stacks.
  • A package delivery track record: completed fixed batches under contract, for example 10+ mini-games or episodes, with dates and references.

Nice to have

  • Children's games or EdTech interactives for ages 3–12.
  • Games for smart toys, voice companions or screen-based kids devices.
  • C/C++, Lua or a lightweight custom engine on embedded Linux.
  • SVG, canvas or sprite pipelines optimized for small displays.

Stack

  • Runtime: a lightweight 2D engine on device, either our framework or an agreed one
  • Languages: C, C++, Lua, or TypeScript and JavaScript where the device stack supports them
  • Tools: Git, issue tracker, screen recording for acceptance demos, on-device debug with platform engineers
  • Inputs: touch, buttons or device sensors, defined per PRD

Success metrics

This is what the work in this role is measured against, and what we'll walk through at the final interview.

  • Twelve working games in the first package.
  • Six working games in every follow-on package, at the same quality bar and integration model.
  • Every game runs on target hardware inside the memory and CPU budget, with documented assumptions.

Employment terms

Format
Part-time, package-based, remote. Sync windows by agreement, CET as the anchor.
Scope
Twelve games in the first package, six in each one after
Compensation
Per package, agreed in writing before the start
Venture studio
The option to launch your own startup inside the studio: infrastructure, team, funding, network
Network
Direct work with Silicon Valley funds and the studio founders

What we offer

  • A fixed base set by role and stream, plus bonuses for shipped releases and metrics hit.
  • Revenue share on the product or stream and options in the pool. You earn like a co-owner.
  • A fast track earned by results: more products, more budget, more equity.
  • Remote-first, flexible hours, core overlap 15:00–19:00 CET. Work from anywhere.
  • Direct access to the founders and an AI-native stack with a budget. No five layers of approvals.

How the process works

We hire slowly and deliberately. Every step is about keeping it honest and aligned for both sides.

01

Screening

We read every application ourselves, no ATS black box. Then a short call with the hiring team to align on experience, expectations and motivation.

02

Deep interview

A long conversation with the stream lead about your track record, real cases and how you decide under uncertainty.

03

Culture fit

One-on-ones with the core team and a founder. We look at values, ethics and how you behave when things get hard.

04

References

We talk to people you've actually worked with. Hygiene for us, not a formality, and we always do it.

05

Pilot contract

Two to four weeks on a real product with a clear Definition of Done and concrete artifacts. We don't give take-home tasks.

06

A 30/60/90 plan and the long game

We match results both ways, set a plan for the first three months and go long. Or part ways honestly.

Apply for this role

The more concrete and honest you are, the faster we'll see whether we're aligned.