Mobile game studio[CITY, COUNTRY]

Catalogue No. 06Est. [FOUNDING YEAR]

Leron Company

04 — Positions

04

Positions

We hire slowly and we tell you the shape of the job first.

Leron Company is a small studio with four shipped titles and two in production. Teams are between four and eleven people and they own their game end to end, including its support queue and its store presence.

  1. 01Two interview rounds, plus a paid exercise only where the discipline needs one.
  2. 02We tell you the salary band in the first conversation, not the last.
  3. 03No unpaid test work, no take-home that runs longer than the stated hours.
  4. 04Written feedback to anyone who reaches a technical round.

01

Open

What we are hiring for

Grouped by discipline. Location and work model are stated per role, and both are placeholders in this build.

Engineering — 03Design — 01Art — 01Audio — 00Production — 01Player support & community — 01

01

Engineering

  1. Senior Gameplay Engineer[PRIMARY OFFICE LOCATION] — Hybrid — Ferrograde

    Own the simultaneous-turn resolution system in Ferrograde: order entry, deterministic resolution and the replay format that both clients agree on.

    DisciplineEngineering
    ContractFull-time, permanent
    Work modelHybrid
    TeamFerrograde
    Location[PRIMARY OFFICE LOCATION]

    What you would own

    1. 01Own deterministic resolution across clients, including the replay format.
    2. 02Work with design on order-entry readability, not just correctness.
    3. 03Keep a round inside the frame budget on our minimum device spec.
    4. 04Take your own bugs from the support queue.

    What we need to see

    1. 01Shipped at least one real-time or turn-synchronised multiplayer title.
    2. 02Comfortable reasoning about determinism and floating-point drift.
    3. 03Unity and C#; native platform work is a bonus, not a requirement.

    Application URL: [APPLICATION URL OR ATS LINK]

    Apply via contact
  2. Backend Engineer, Live Services[PRIMARY OFFICE LOCATION] — Hybrid — Platform

    Accounts, entitlements, leaderboards and the data-request pipeline that backs our deletion and access obligations across four live titles.

    DisciplineEngineering
    ContractFull-time, permanent
    Work modelHybrid
    TeamPlatform
    Location[PRIMARY OFFICE LOCATION]

    What you would own

    1. 01Own account and entitlement services for the live portfolio.
    2. 02Build and maintain the auditable data access / deletion pipeline.
    3. 03Keep leaderboard writes cheap enough for a per-run racing game.
    4. 04On-call rota, shared across the platform team.

    What we need to see

    1. 01Production experience with a service handling personal data at scale.
    2. 02Practical understanding of data-retention and deletion obligations.
    3. 03Comfortable owning an SLA and publishing the numbers.

    Application URL: [APPLICATION URL OR ATS LINK]

    Apply via contact
  3. Tools Engineer[PRIMARY OFFICE LOCATION] — Remote — Studio tools

    Build the content pipeline that turns scanned paper artwork and road-segment data into shippable assets without a human in the loop.

    DisciplineEngineering
    ContractFull-time, permanent
    Work modelRemote
    TeamStudio tools
    Location[PRIMARY OFFICE LOCATION]

    What you would own

    1. 01Own the scan-to-atlas pipeline used by two titles.
    2. 02Reduce the road-segment authoring loop below one minute.
    3. 03Maintain build and certification automation for both stores.

    What we need to see

    1. 01Strong Unity editor tooling experience.
    2. 02You have replaced a manual art pipeline with an automated one before.

    Application URL: [APPLICATION URL OR ATS LINK]

    Apply via contact

02

Design

  1. Systems Designer[PRIMARY OFFICE LOCATION] — Hybrid — Null Harbor

    Tune the decay curve that is the core of Null Harbor, using soft-launch data, and prototype your own changes rather than specifying them.

    DisciplineDesign
    ContractFull-time, permanent
    Work modelHybrid
    TeamNull Harbor
    Location[PRIMARY OFFICE LOCATION]

    What you would own

    1. 01Own the decay and maintenance systems end to end.
    2. 02Prototype in engine; design documents come after the prototype.
    3. 03Read soft-launch telemetry and say what it does and does not show.

    What we need to see

    1. 01Shipped systems work on a live mobile title.
    2. 02You can build your own prototypes without waiting for an engineer.

    Application URL: [APPLICATION URL OR ATS LINK]

    Apply via contact

03

Art

  1. Technical Artist[PRIMARY OFFICE LOCATION] — Hybrid — Ashfall Drift

    Keep a volcanic province at target frame rate on a five-year-old phone, and own the ash-depth channel that drives grip, particles and audio.

    DisciplineArt
    ContractFull-time, permanent
    Work modelHybrid
    TeamAshfall Drift
    Location[PRIMARY OFFICE LOCATION]

    What you would own

    1. 01Own the shader and particle budget per province.
    2. 02Profile on real minimum-spec devices, weekly.
    3. 03Work with audio on shared data channels rather than parallel systems.

    What we need to see

    1. 01Mobile performance work on a shipped 3D title.
    2. 02Fluent in profiling tools for at least one of iOS or Android.

    Application URL: [APPLICATION URL OR ATS LINK]

    Apply via contact

04

Production

  1. Producer[PRIMARY OFFICE LOCATION] — Hybrid — Ferrograde and Bramble & Bone

    Two teams, two-week blocks, and the authority to cut scope. You will run certification for both stores.

    DisciplineProduction
    ContractFull-time, permanent
    Work modelHybrid
    TeamFerrograde and Bramble & Bone
    Location[PRIMARY OFFICE LOCATION]

    What you would own

    1. 01Plan in two-week blocks and protect the unbooked days.
    2. 02Own store certification, age-rating submissions and release checklists.
    3. 03Keep the compliance checklist current as store policy changes.

    What we need to see

    1. 01Shipped to both the App Store and Google Play as the responsible producer.
    2. 02You have cut scope late and can describe how you decided.

    Application URL: [APPLICATION URL OR ATS LINK]

    Apply via contact

05

Player support & community

  1. Player Support Specialist[PRIMARY OFFICE LOCATION] — Remote — Player support

    Front line for four live titles, including the separate, deadline-bound track for account deletion and data access requests.

    DisciplinePlayer support & community
    ContractFull-time, permanent
    Work modelRemote
    TeamPlayer support
    Location[PRIMARY OFFICE LOCATION]

    What you would own

    1. 01Triage the single queue and route by game.
    2. 02Escalate purchase and lost-progress issues on first contact.
    3. 03Handle deletion and data-access requests on the auditable track.
    4. 04Turn recurring tickets into a documented FAQ entry.

    What we need to see

    1. 01Player-facing support experience on a live game.
    2. 02Written English to a publishable standard; a second language is valued.

    Application URL: [APPLICATION URL OR ATS LINK]

    Apply via contact

02

Culture

How the work actually runs

Four things that are true about working here, each traceable to something in a work that shipped.

  1. 01

    The team that builds it, supports it

    Whoever ships a feature is in the room when the support tickets about it arrive. It is the fastest feedback loop we have found and the reason our patch notes read the way they do.

  2. 02

    Scope is a design decision

    Paper Lantern is fifteen rooms because fifteen rooms was the right length, not because we ran out of time. We would rather cut a system than ship a thin one.

  3. 03

    Readable over impressive

    If a technically honest system makes the game harder to read in motion, we use the one that reads. This applies to code and to meetings.

  4. 04

    Predictable weeks

    We plan in two-week blocks and we do not book the last three days of them. [CRUNCH / OVERTIME POLICY — TO BE CONFIRMED BY [HR CONTACT]]

03

A week here

Culture film

Rather than describe the place, we film it. A placeholder until the edit exists.

Film — to be suppliedA week at Leron Company — two minutes, no voice-over.1920×1080 · 2:20
STUDIO PHOTO — PLAYTEST SESSION placeholder, 1600 by 900 pixelsPl. 01
Playtest session. Whoever built it watches it being played.STUDIO PHOTO — PLAYTEST SESSION · 1600×900
STUDIO PHOTO — WORKSTATION DETAIL placeholder, 1200 by 1600 pixelsPl. 02
A workstation.STUDIO PHOTO — WORKSTATION DETAIL · 1200×1600

04

Disciplines

Who does what

Engineering

Gameplay, tools, backend and platform. Unity and a small amount of native per platform.

3 open

Design

Systems, level and economy design. Every designer prototypes their own work.

1 open

Art

2D, 3D, technical art and UI. Two of our four titles are hand-made media, scanned.

1 open

Audio

Implementation-led. Our audio people work in the engine, not only in the DAW.

No openings right now

Production

Small-team production. One producer per two teams, no separate PMO.

1 open

Player support & community

Front line for four live titles, plus the deletion and data-request track.

1 open

05

Terms

Pay, hours and everything else

We are not going to invent a benefits list. Each row below is a slot to be filled with the real policy for the relevant location.

Working hours[WORKING HOURS AND FLEXIBILITY POLICY]
Leave[ANNUAL LEAVE ALLOWANCE AND PUBLIC HOLIDAY POLICY]
Health[HEALTH AND INSURANCE PROVISION PER LOCATION]
Equipment[HARDWARE AND HOME-OFFICE BUDGET]
Learning[TRAINING / CONFERENCE BUDGET]
Relocation[RELOCATION AND VISA SUPPORT PER LOCATION]

06

Process

How to apply

Every listing below states the discipline, the location, the work model and the team before you read a single requirement. If a role needs a practical exercise it is scoped, time-boxed and paid. Nothing open that fits? Write to info@leroncompany.com with what you do and a link to the work. We keep speculative applications for [SPECULATIVE APPLICATION RETENTION PERIOD] and delete them after that.