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Evil Empire (logo)
Evil Empire

33300 Bordeaux

Date : 17.09.2020
Reference : AFJV-EDEV1697-18499

Evil Empire

Evil Empire is a new studio formed by a few ex-Motion Twin people with the intention of creating more Dead Cells and using this as a stepping stone towards making our own games. We work in the same open space as Motion Twin and regularly beat them in Nerf wars and Smash.

The name of our studio is a dig at some of the shadier aspects of the game industry and, if you have a sense of humour, a signal that we're all about being the exact opposite (also, people didn't like my "Cat Nap Studio" name suggestion - which really says something about their poor taste imho).

If you're working at Evil Empire you will NEVER crunch (it's nuts that this has to be said), you will have excellent health cover, five weeks paid leave, subsidized meals, flexibility with work time, free fruit and other noms and of course as much coffee as you can drink.

There's more good stuff, but it won't fit in this text box.

Gameplay Programmer (Design Focus)

Permanent contract Bordeaux (33)

Position Duties

Evil Empire, the new team working on Motion Twin's smash hit Dead Cells (Action Game of the Year 2018) among other ambitious projects, is looking for a Gameplay Programmer with a penchant for game design.

We need someone who can help us come up with interesting and challenging designs for everything from enemies, weapons and levels, then build, iterate on and ship them to the fans of Dead Cells.

You should be someone who knows how to take existing design constraints into account while expressing yourself within them. You should be ready to represent and defend your ideas to your team, while also knowing how to pick your battles.

We're looking for someone who wants to help us with :
  • Gameplay programming and working with designers to build a fun responsive and engaging universe.
  • Iterating over game design prototypes and coming up with something that actually works.
  • Integrating our artist's work and actually building the game once the iteration is done.
  • Building big bosses and epic battles.
  • Doing the programming work that makes the player forget they're holding a controller.
Given that we're a small team you'll have the chance to work on a bunch of different aspects of the development of Dead Cells and our future projects however this will mean you'll need to wear a few different hats.

Candidate Profile

Either you're someone who's autodidactic and has been building games since you can remember, or you've been through some kind of relevant and rigorous education system and come out the other side ready to make games. You're a passionate gamer and have always wanted to be part of the game industry, or build a career there. You know what makes a good metroidvania and why building a rogueVania is a bad idea, but you're keen to try it anyway. We want someone who will contribute to the team and push us to always do better.

You'll need :
  • Strong understanding of OOP (experience with Haxe gets you bonus points, C# or C++ expérience should be fine though).
  • Computer science degree and 2+ years of experience (or a very convincing portfolio/GitHub of completed work if you're an autodidact).
  • Some understanding of visual rendering, 2D geometry and of course basic algorithmic understanding.
  • Familiarity with classic team development tools and processes : Git, merge requests, agile-like organisation, time tracking tools and generally working as part of a development team.

As far as who you are :
  • Someone who's not afraid of prototyping, being wrong and iterating, iterating, iterating...
  • Attention to detail. It's the little things that make Dead Cells what it is.
  • Strong communication and analytical skills. You need to speak game designer, graphic artist and marketing bastard, so that you can understand what they want and help them transform that into a real game.
  • Ability to work in a team. Concretely this means ; being able to accept when an argument doesn't go your way, stay motivated when working on someone else's ideas and generally integrating a team that is working on a project where many of the rules already exist.
  • Passion for games... Really, you need to be someone who plays (or has played, we have kids too) a stack of PC/console games, has a love for indie games, reads the gaming press, knows who Mark Rosewater is and generally is part of the gaming world.
  • A decent sense of humour, you're working in games, shipping them is surprisingly hard work, we'll need some good jokes.
  • Bonus points for bringing cultural appreciation from other industries ; cinema, design, fashion... Anything that is a little outside of the classic video game world.

Additional Information

Your salary will depend on your experience, but we'll pay to secure the right profile. In any case we're always competitive within the industry standards, you can get an idea of the current averages here : (French)

This is France, so comprehensive health care, subsidised public transport and what we consider to be the bare minimum of civilisation are all standard. On top of that we offer ; flexible working hours, access to our library of books, games and professional development resources, work from home if you've got a little cold (and would ordinarily have come in), your own noise cancelling headphones, regular team lunches and events, accommodation for sporting life and staying fit, subsidised lunch (restaurant tickets), and a bunch of other stuff designed to make work life better for everyone.


Resume - cover letter - web site (or portfolio) - references... (if relevant)
Don't send us real mail. Use the internet
To: Recruitment manager