The game An unannounced co-op horror title - think friendslop, but played completely straight. Small-studio Unreal Engine 5 production, small lobbies, big physical comedy. Full design details shared under NDA. What you'll do
- Turn the GDD into an executable plan: milestones, sprint cadence, and a backlog that reflects reality
- Coordinate a distributed team of designers, artists, and programmers - kill blockers before they're a week old
- Run the dependency map: who needs which asset, spec, or build by when, so nobody discovers a wait after it's already started
- Organize recurring full-lobby playtests: build ready, lobby filled, feedback captured and converted into tickets
- Guard scope and budget: maintain the cut list, flag creep early, keep the current slice shippable
- Be the communication layer - status visible to everyone, decisions written down, and the founder's hours protected for design
You have
- 3–5 years producing games, with at least one shipped title - multiplayer strongly preferred
- Small-team scars: you've been the only production discipline at sub-20 headcount, with no department behind you
- Fluency in the standard stack - Linear/Jira/Notion or equivalent, source-control basics (Perforce or Git), and enough Unreal literacy to know what's expensive to ask for
- Remote-first instincts: async by default, time zones treated as a scheduling constraint, not an excuse
- A record of cutting - you can name features you killed to hit a date, and defend every one
Nice to have
- Co-op, horror, or party-multiplayer shipping experience
- Experience running external contractors and art outsourcing rounds
- A Steam launch under your belt - store page, builds, release day
Structure
- Contract-to-hire: the first engagement takes the current slice from plan to playable milestone, then we both decide about ongoing work
- Fully remote, async-friendly.
- Shortlisted candidates get a paid planning exercise under NDA: the real backlog, one week, a milestone plan with a cut list
To apply Send your application to jobs@cheatcode.gg, include:
- Your shipped titles and what you personally ran - team size, disciplines coordinated, and what you actually had authority over
- A short note: one milestone that was slipping - what you cut, what you changed, and what shipped
No cover letter.