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Gameplay Polish & Technical Designer/Artist (f/m/d)

12 ч назад

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Gameplay Polish & Technical Designer/Artist (f/m/d)
kaleidoscube is hiring a Gameplay Polish & Technical Designer/Artist (f/m/d) Heads up: A scam is impersonating Work With Indies. We only email from .com. Learn more → Heads up: Scam impersonating Work With Indies. Learn more → Don't forget to join us on for resume and portfolio reviews, community events, pet pics, and new friends! Join us on for career advice, pet pics, and new friends! WORK WITH INDIES beta About Us Blog Newsletter Browse Jobs Post a Job Back to all jobs See all Design jobs kaleidoscube Apply for this Job Apply for this Job URL copied! No items found. Posted September 30, 2026 Contract Stuttgart, DE or Europe Hybrid 42k–50k EUR annually Help us turn RECUR's blocked-out scenes into polished, shippable scenes in Unreal Engine. RECUR is playable end to end. The systems work, the animations exist, the levels are blocked out and the beats are in place. Some areas are final, and it is what you can see in our trailers. Our next step is to get every part of the game up to that level. We’re looking for one experienced person to spend nine months with us helping us out here! You would take blocked-out scenes and turn them into final ones. You are not building environment art, you are building what happens inside those environments. Timing, camera, choreography, animation implementation, effects, pacing, mood. Most of our game runs on Unreal Sequencer. Not just cutscenes, but the puzzles and time manipulation: the animations, the effects, the destruction. Sequencer is where most of the polish takes place, and it’s where you’d most of your time. What this role is Taking a scene and driving it to shipping quality: owning it end to end, deciding what it needs and then doing it. Working in Sequencer: Refining the sequences that drive this scene: integrating character animations, destruction, little details, staging. Building details that spark joy: Is the box just falling down or bouncing a bit when it lands? Can the machine wiggle and create little comic &ldquo;poofs&rdquo; when you walk past it? Is steam coming out of the air conditioning or does some wind make papers fly around? We want you to have these ideas and add moving details that players love to discover. Camera work: framing, blending, movement, transitions between shots and scenes. In a game like ours the camera is a large part of the direction and atmosphere. Effects integration: placing, triggering and tuning existing VFX so they read clearly and hit at the right moment. (We are not asking you to author shaders and particles, though understanding how they work is a plus). Pacing and readability: making sure a puzzle or a traversal beat reads clearly, and that the rhythm between tension, quiet and discovery holds across a scene. Keeping an eye on performance and stability as scenes get denser, and flagging problems early. Working directly with the other designers: this is a small team, so you’ll have real ownership and short decision paths. What we’re looking for Deep, hands-on Unreal Engine experience, with Sequencer being your best friend: you should be fast and confident in it. And yes, it has its pain points :/ Experience integrating animation and effects into scenes A strong eye for camera, timing and staging You’ve shipped or significantly contributed to at least one game, ideally in an indie or small-team context where you wore several hats You can look at an unfinished scene and know what it needs. We don’t want to give you a &ldquo;list of tasks&rdquo;, but want you to also have an instinct for why a moment isn’t good and what would fix it Good communication in English Nice to have Ideally, you can work with us in our office in Stuttgart, Germany Experience with cinematic platformers, narrative games, or anything else where mood and direction carry as much weight as mechanics An eye for lighting, setting mood, and knowing your way around Unreal light baking Blueprint and level scripting Niagara Experience in technical design, technical animation, simulation What this role is not It’s not environment or level art, we have that covered It’s not authoring shaders and fx from scratch It’s not a pure design role either, it sits between roles What we offer you Fixed-term role until August 2027 (about 9 months) Full-time (40h/week) or part-time, we’re flexible An inspiring and creative work environment 27 vacation days per year* Gross annual salary of 42k–50k EUR, depending on experience* Flexible work hours, with core hours from 9:45 AM to 4:00 PM (Berlin Time) Remote within EU possible after mutual alignment Coverage of public transportation costs and meal subsidies (if you are based in Germany) Additional company health and dental insurance (if you are based in Germany) *Based on full-time (40h/week) for a full year. Pro-rated for the contract length and for part-time hours. How to apply Send us: A short note on a scene, moment or mechanic in any game that you think was polished exceptionally well. Tell us what makes it work for you and why you like it! This gives us a feel on how you think and what you like. Your portfolio or reel. If you can show us a scene as you received it and as you left it, that would be awesome, but its of course not a must. Your CV or a list of projects and what you did on those. Please apply by 31 October 2026 via the button below. About kaleidoscube kaleidoscube is an award-winning indie studio focussing on atmospheric stories and clever mechanics. After charming players with puppet-string puzzle platformer &ldquo;A Juggler’s Tale,&rdquo; we twist time and reality in our upcoming adventure mystery &ldquo;RECUR." Featured Game s RECUR is a time-bending journey to the end of the world and back. Run, jump, and manipulate time to solve puzzles as the apocalypse unfolds. Can you stop the clock on disaster? Lead Abby the string puppet through a bruised, but beautiful fairy tale world in A Juggler's Tale . Solve riddles, evade traps and shake off pursuers on the way to find freedom. Can Abby take control of her fate with all the strings attached? Apply for this Job Apply for this Job URL copied! Click the Apply button to auto-fill the email address into your email program or right-click and "Copy Email Address" to paste on your own. Learn With kaleidoscube No items found. More Jobs at kaleidoscube It looks like this team may not have any current job openings. Sign up for our newsletter and we'll be sure to let you know when they post a new role. You may also wish to check for open roles on their website. 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