This is an opportunity to play a crucial role in our small but efficient code team. Reporting to Jonny Hopper (Co-Founder, Technical Director), you’ll be working closely with him and Adam Sibbick (Art Director) to make our game beautiful. We need shaders! We need performance! We need the box of clever tricks hidden inside your wizard coat. And we need it all in our home-grown close-to-the-metal engine.
Coding WorkflowWe use C++ for the majority of our dev work, but it is often more data-oriented than object-orientated. No complex inheritance hierarchies, template metaprogramming or bleeding edge features that add compile time and reduce readability. We’ll still use any feature that makes dev easier, but not at the cost of expensive code maintenance or excessive compilation time.
We use external libraries where appropriate, but where there isn’t one available, for reasons of speed, robustness or feature set, we will roll our own. This lets us concentrate on the features and toolsets our asset creators genuinely need, keeping development as friction free as we can make it: