Panic Stations
Remote Jobs
6 Jobs
Senior 3D Artist (Generalist) Remote Contract We’re looking for a Senior 3D Artist (Generalist) to champion art production on a comedic physics-driven co-op puzzle game. This is a 12-month contract. Key Responsibilities 1 - Create game-ready art Working from high level art direction, you’ll touch the majority of assets across the art pipeline; characters, environments, props, modular kits and interaction-driven elements. Success looks like: - Understanding our art ethos and executing with minimal oversight - Quickly adapting to and reinforcing the project's visual style - Prioritising readability, interaction, and clarity over fine details - Delivering fast, high-impact work that supports gameplay and the tone of the game 2 - Be a force multiplier, not just an asset maker This role goes beyond asset creation - you’re a core contributor to how the game comes together. Success looks like: - Collaborating closely with Design & Engineering - Art supports systems, not just visuals - Actively participating in playtests and shaping the broader game experience - Identifying risks early and adjusting approach pragmatically - Maintaining momentum - always finding meaningful work that pushes the game forward 3 - Own integration & workflow in and out of the engine You own how assets function in-game and how the pipeline scales. Success looks like: - Implementing assets end-to-end in Unity (prefabs, scenes, shaders and materials) - Project organisation (GIT version control, folder structures and asset naming conventions etc) - Designing assets with physics and interactions in mind - Keeping art assets and scenes performance friendly (for online multiplayer) Requirements - Senior level skill & experience. Comfortable working autonomously with high level direction - Proficient with Unity; asset implementation, scene building, lighting, shaders & materials etc - Broad artistic & technical skillset: Characters, Environments & Props - Experience working in small indie teams or pods (wearing multiple hats) - Comfortable in Blender (preferred) or able to transition quickly - Happy to prioritize speed & efficiency over polish - Experience with physics-driven or procedural animation setups (wobbly, reactive, gameplay-led motion) is a strong plus - Gameplay-first mindset: Designs for interaction, readability, and humour. The game needs to look good but we’re not here to win art awards or build stunning portfolio pieces. The experience is king! - Performance awareness: LODs, batching, draw calls, memory basics. Experience supporting online multiplayer games is a plus Please note: This is a 12-month contract, remote-working position, open to anyone within the UK & Europe. Benefits Our benefits include a 2-week company summer break and a 2-week winter break to rest and recharge, in addition to your normal holiday allowance.
Role Description As a Senior Producer, you'll be at the heart of our development process. Your job is to connect the dots between design, engineering, art, QA, and beyond ensuring projects move forward smoothly, blockers are removed quickly, and teams stay focused on delivering the best experience for players. This is a 12-month contract. Key Responsibilities - Production: - Responsible for the production of our games, aligning cross-disciplinary teams, maintaining velocity, and ensuring quality targets are met. - Pragmatic and process-aware, with excellent instincts for prioritization, quality, and people. - Ability to coordinate fast-paced development across multiple areas while focusing on testing and player experience. - Success looks like: - Lightweight, efficient planning to hit short-term goals and release quickly with confidence. - Teams aligned around our studio pillars. - Facilitation of rapid prototyping and iteration loops for fast idea validation. - Seamless and well-communicated cross-functional collaboration. - QA embedded from day one to catch problems early. - Handling initial day-to-day QA due to studio size. - Establishing the studio's approach to tracking bugs, triage, velocity, and systems used. - Live issues triaged quickly with minimal disruption. - Manage Teams & External Partners: - Grow and support a high-functioning and creative internal team while managing external development support. - Success looks like: - Supporting recruitment and onboarding of high-quality team members. - Healthy, motivated team with clear ownership and accountability. - Lightweight briefs, feedback loops, and expectations for external partners. - Structured and respected QA support integral to the development lifecycle. - Strategic use of external partners and freelancers to scale capacity and velocity. - Adaptive Leadership: - Guide the team through shifts in scope and direction, supporting them to think through research, playtesting, and technical discovery. - Facilitate conversations on whether a new direction serves the game better. - Ensure the team stays grounded during uncertainty, embracing a fail-fast approach. - Success looks like: - Team focused on core creative pillars as scope and timelines shift. - Scope changes driven primarily by audience needs. - Failed prototypes or shifting timelines do not create doubt or blame. - Team feels empowered to adapt and trusts changes serve the game's success. Qualifications - Significant experience (typically 7+ years) in game production, with at least 2 years in a senior or lead production role on multiplayer titles. - Confident working across disciplines, especially design, engineering, and QA. - Able to spot inefficiencies and fix them without adding red tape or over-processing. - Experience in fast-paced, creative environments like game jams. - Focus on player experience and audience engagement, not just task completion. - Experience leveraging player data and feedback to guide development decisions. Benefits - 2-week company summer break. - 2-week winter break to rest and recharge. - Normal holiday allowance.
We’re a new remote games studio, focused on building games that bring people together. We believe games with the highest fun per minute have the highest chance of success. We are a start-up and not a big company, which means we’re a bit scrappy but we’re resourceful, highly collaborative and focused on outcomes and shipping builds over process and meetings. We aim to hire multi-talented individuals who can operate autonomously and at speed, with every role at the studio being hands-on working directly on our games. Role Overview We’re looking for a Senior Engineer to build fun and vibrant physics-oriented co-op games. The ideal candidate will have great technical foundations and experience. They’re confident working independently while finding the right times to show their work to key stakeholders for early feedback. This is a 12-month contract. Key Responsibilities 1 - Gameplay mechanics Working with designers to build great-feeling player actions, object interactions and gameplay systems. Success looks like: - Features are delivered into the build swiftly for fast feedback and iteration - You have good intuition for game-feel and player expectation - You’re comfortable working with physics systems to create a fun, satisfying and parsable gameplay experience 2 - Multiplayer networking You’re able to establish approaches/patterns for building networked functionality as new requirements emerge. Success looks like: - New code looks and feels similar to existing codebase - New paradigms are developed as online-first and account for local client prediction - You consider the technical implications of your work, such as bandwidth usage, impact of latency etc 3 - Self-driven and versatile We have a small team of great game developers. We’ll need you to have conversations with designers/artists/other engineers to kick off development of a feature and then jump into the code. We avoid heavy design docs, so there will be gaps in specification. You’ll have strong first principles to draw from, and a good instinct for what will work or feel best. Equally, if there are key decisions to be made that could have huge implications for the game, you know to reach out and get agreement. You’ll also be empowered to get stuck in wherever is necessary. We don’t have a build team or a character specialist. You’ll be happy working with artists on VFX and character animations, supporting workflows for level designers, and diagnosing and fixing issues with the game and build pipeline. Success looks like: - You can turn high-level ideas into implementations - You focus on delivery. You get work into the build promptly and know when work is “done enough” - You don’t allow development to drift. If work is taking too long or lack of clarity is putting a feature at risk, you take action
We’re a new remote games studio, focused on building games that bring people together. We believe games with the highest fun per minute have the highest chance of success. We are a start-up and not a big company, which means we’re a bit scrappy but we’re resourceful, highly collaborative and focused on outcomes and shipping builds over process and meetings. We aim to hire multi-talented individuals who can operate autonomously and at speed, with every role at the studio being hands-on working directly on our games. Role Overview We’re looking for a Senior Engineer to build fun and vibrant physics-oriented co-op games. The ideal candidate will have great technical foundations and experience. They’re confident working independently while finding the right times to show their work to key stakeholders for early feedback. This is a 12-month contract. Key Responsibilities 1 - Gameplay mechanics Working with designers to build great-feeling player actions, object interactions and gameplay systems. Success looks like: - Features are delivered into the build swiftly for fast feedback and iteration - You have good intuition for game-feel and player expectation - You’re comfortable working with physics systems to create a fun, satisfying and parsable gameplay experience 2 - Multiplayer networking You’re able to establish approaches/patterns for building networked functionality as new requirements emerge. Success looks like: - New code looks and feels similar to existing codebase - New paradigms are developed as online-first and account for local client prediction - You consider the technical implications of your work, such as bandwidth usage, impact of latency etc 3 - Self-driven and versatile We have a small team of great game developers. We’ll need you to have conversations with designers/artists/other engineers to kick off development of a feature and then jump into the code. We avoid heavy design docs, so there will be gaps in specification. You’ll have strong first principles to draw from, and a good instinct for what will work or feel best. Equally, if there are key decisions to be made that could have huge implications for the game, you know to reach out and get agreement. You’ll also be empowered to get stuck in wherever is necessary. We don’t have a build team or a character specialist. You’ll be happy working with artists on VFX and character animations, supporting workflows for level designers, and diagnosing and fixing issues with the game and build pipeline. Success looks like: - You can turn high-level ideas into implementations - You focus on delivery. You get work into the build promptly and know when work is “done enough” - You don’t allow development to drift. If work is taking too long or lack of clarity is putting a feature at risk, you take action
We’re a new remote games studio, focused on building games that bring people together. We believe games with the highest fun per minute have the highest chance of success. We are a start-up and not a big company, which means we’re a bit scrappy but we’re resourceful, highly collaborative and focused on outcomes and shipping builds over process and meetings. We aim to hire multi-talented individuals who can operate autonomously and at speed, with every role at the studio being hands-on working directly on our games. Role Overview We’re looking for a Senior 3D Artist (Generalist) to champion art production on a comedic physics-driven co-op puzzle game. This is a 12-month contract. Key Responsibilities 1 - Create game-ready art Working from high level art direction, you’ll touch the majority of assets across the art pipeline; characters, environments, props, modular kits and interaction-driven elements. Success looks like: - Understanding our art ethos and executing with minimal oversight - Quickly adapting to and reinforcing the project's visual style - Prioritising readability, interaction, and clarity over fine details - Delivering fast, high-impact work that supports gameplay and the tone of the game 2 - Be a force multiplier, not just an asset maker This role goes beyond asset creation - you’re a core contributor to how the game comes together. Success looks like: - Collaborating closely with Design & Engineering - Art supports systems, not just visuals - Actively participating in playtests and shaping the broader game experience - Identifying risks early and adjusting approach pragmatically - Maintaining momentum - always finding meaningful work that pushes the game forward 3 - Own integration & workflow in and out of the engine You own how assets function in-game and how the pipeline scales. Success looks like: - Implementing assets end-to-end in Unity (prefabs, scenes, shaders and materials) - Project organisation (GIT version control, folder structures and asset naming conventions etc) - Designing assets with physics and interactions in mind - Keeping art assets and scenes performance friendly (for online multiplayer)
We’re a new remote games studio, focused on building games that bring people together. We believe games with the highest fun per minute have the highest chance of success. We are a start-up and not a big company, which means we’re a bit scrappy but we’re resourceful, highly collaborative and focused on outcomes and shipping builds over process and meetings. We aim to hire multi-talented individuals who can operate autonomously and at speed, with every role at the studio being hands-on working directly on our games. Role Overview We’re looking for a Senior 3D Artist (Generalist) to champion art production on a comedic physics-driven co-op puzzle game. This is a 12-month contract. Key Responsibilities 1 - Create game-ready art Working from high level art direction, you’ll touch the majority of assets across the art pipeline; characters, environments, props, modular kits and interaction-driven elements. Success looks like: - Understanding our art ethos and executing with minimal oversight - Quickly adapting to and reinforcing the project's visual style - Prioritising readability, interaction, and clarity over fine details - Delivering fast, high-impact work that supports gameplay and the tone of the game 2 - Be a force multiplier, not just an asset maker This role goes beyond asset creation - you’re a core contributor to how the game comes together. Success looks like: - Collaborating closely with Design & Engineering - Art supports systems, not just visuals - Actively participating in playtests and shaping the broader game experience - Identifying risks early and adjusting approach pragmatically - Maintaining momentum - always finding meaningful work that pushes the game forward 3 - Own integration & workflow in and out of the engine You own how assets function in-game and how the pipeline scales. Success looks like: - Implementing assets end-to-end in Unity (prefabs, scenes, shaders and materials) - Project organisation (GIT version control, folder structures and asset naming conventions etc) - Designing assets with physics and interactions in mind - Keeping art assets and scenes performance friendly (for online multiplayer)