Gameplay & Network Programmer
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Gameplay & Network ProgrammerWe're building Hyperkinetic, a UE5 multiplayer movement shooter set in an original science-fantasy universe where Earth was torn apart and is being sewn back together by a sentient energy vortex, that's also a highly-moddable FPS Construction Set with custom GUI tools.For more info and footage from one of our prototypes:https://johnmawhorter.net/Hyperkinetic-1To make this happen we are building Ludomorphic, a worker-owned and managed cooperative game studio, looking for core talent to finish our pre-Alpha and move towards Early Access. We already have working single=player testbed and multiplayer prototypes with extensive lists of weapons and movement abilities, a fully fleshed out design, and quite extensive art direction and worldbuilding.Compensation is revenue share until funding/early access release, although we are open to stipends or contract arrangements, but right now the project is self-funded.Current folks are John Mawhorter (solo-dev up until last year, ex-Meta4 Games/Fortnite Creative) Vladimir Coho (ex-Riot/Blizzard/etc.) and more (we have another gameplay programmer as well as artist and sound designer roles filled).Responsibilities:* Work with the team to establish a technical architecture that is performant, open to future modding tool development, and complements and extends existing technical and design decisions* Create and implement networked movement abilities and weapons using C++, General Movement Component, and General Movement Ability System, including possible extensions of these plugins* Craft modular systems to handle cooldown and weapon management, game mode creation/scripting, and * Work on our public-release dedicated server to support .cfg-based modding, with later conversion to GUI tools* Establish workflows and testing to ensure outputs match the technical architecture of the project and the needs of players* Write clear documentation and maintainable codeRequirements:* Experienced programmer with shipped multiplayer action titles* Strong understanding of server-client architecture, replication, rollback, prediction, and input handling* Has created complex movement code, handling edge cases, collision complexities, and animation systems* Work on third and/or first-person weapon logic, preferably including networking projectiles with simple and/or complex physics* Worked with backend and/or dedicated server development and deployment* Performance optimization experience, including network bandwidth/latency* Communication skills, especially including writing, and experience working in a small, collaborative team* Takes feedback well but will speak up to advocate for technical requirements as well as their own needs* Comfortable with remote work* Bachelors, Masters, or PhD in Computer Science or equivalent autodidacticism/dedication to craft.Preferably:* Passion for FPS games, especially multiplayer competitive ones (Counter-strike, Overwatch, Quake, Titanfall 2, The Finals, Team Fortress 2, Tribes, etc.) and/or movement mechanics in games (speedrunning, surfing, games about going really fast)* Experience working with Unreal Engine 5 including implementing modular and highly customizable gameplay systems* Experience with UE5's Gameplay Ability System or similar* Tools development experience, both internal and external (player-facing).* Better time zone overlap is helpful, but we are hiring globally. Remote location is flexible, right now we are California/Texas/Rhode Island/Romania.