Unity PC Game Programmer (Steam) — Resource Management / Modular / Data-Driven - Contract to Hire

Remote, USA
Posted Jun 13, 2026
Full-time

Important upfront filter:

This role is for PC games only. Please only reference PC/Steam titles in your application.

If your portfolio or examples focus on mobile games, we will ignore them.

About the Studio:

We’re a small PC-first indie studio building games for Steam in Unity. Our long-term strategy is to develop a growing library of modular, reusable gameplay systems we can plug into multiple future projects. We already have several core systems in place and want a programmer who can expand that foundation cleanly.

Focus: Resource Management & Data-Heavy Systems

We are specifically looking for someone with a deep interest and substantial experience in resource management / economy games — games where the core loop revolves around resources, production chains, rates, capacities, upgrades, and optimization.

This means:

- You enjoy working with data-driven systems and large sets of parameters.

- You’re comfortable with “moving numbers around” in the backend: production formulae, multipliers, scaling curves, soft caps, diminishing returns, etc.

- You think in terms of systems and balances: how resources flow, bottlenecks form, and players progress over hours of gameplay.

- You can help structure things so that designers/non-programmers can adjust values without breaking the system.

What You’ll Do:

- Build and extend reusable, modular Unity systems that can be carried into future PC/Steam games.

- Architect and maintain resource/economy systems (production, consumption, storage, crafting, upgrades, etc.).

- Implement data-driven architectures so that content and numbers live in configs/Scriptable Objects/spreadsheets rather than hard-coded.

- Use Scriptable Objects heavily to drive data, configuration, and scalable content pipelines.

- Improve/maintain existing architecture to keep it clean, testable, and easy to iterate on.

- Evaluate Unity Asset Store / open-source solutions when they save time, and integrate them cleanly.

- Write clear documentation so systems are understandable and reusable by others.

Required Experience:

- Shipped at least one PC game on Steam (released or Early Access).

You must reference PC releases in your application.

- Strong Unity C# fundamentals with real production experience.

- Deep, practical understanding of Scriptable Objects (architecture patterns, not just basics).

- Proven ability to create modular, decoupled, reusable code (SOLID, events, interfaces, DI patterns, etc.).

- Hands-on experience with resource management / economy / simulation systems (even if it’s one subsystem in a larger game).

- Comfortable owning systems end-to-end: design → implementation → iteration → polish.

- Clear communication and reliable task delivery.

Nice to Have:

- Experience designing or implementing game economies (currencies, sinks, sources, pacing).

- Comfortable working from or feeding into spreadsheets / external data sources.

- Experience with custom tools/editor scripting for designers and balance tuning.

- PC performance optimization experience, especially for systems-heavy games.

AI-Assisted Coding Policy:

- We welcome and encourage AI-assisted coding (ChatGPT, Copilot, etc.) as a productivity tool.

- But: You cannot rely on AI blindly.

- You must fully understand what AI-generated code is doing and how it affects the architecture.

- If something breaks or needs refactoring, you must be able to edit and maintain it manually.

Work is organized by clear tasks/milestones with steady long-term collaboration if it’s a good fit.

How to Apply:

Send:

- Your PC/Steam portfolio (links required). - Again: PC only. Mobile references will be ignored.

- A short breakdown of a resource or progression system you built:

- What the resources were, how they flowed, and how you structured the code + data.

- An example of where you’ve used Scriptable Objects and/or data-driven approaches to make systems configurable.

- Your availability, rate/salary expectations, and timezone.

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