Careers

Three roles open right now.

No portal, no seventeen-stage funnel. Send an email to a human and you will get an answer either way.


How we work

We run a ten-week season cadence with a hard scope-cut date instead of a crunch week, and we mean it — features that aren't ready go to the next season. Most of the studio works hybrid out of the Austin office two or three days a week; engineering and support roles can be fully remote within the US. Playtests are Wednesday afternoons and everyone plays, including the finance manager, who is genuinely quite good. Interviews are a conversation, a paid or short take-home exercise depending on the role, and a chat with the people you would actually sit next to.

Open roles

Senior Combat Designer

Austin, TX — hybrid

Own the design of heroes and weapons in Riftbound Arena from first grey-box prototype through live balance. You will work directly with the Game Director and a dedicated engineer and animator on each hero.

What you'll do

  • Prototype new heroes and abilities in Unreal Engine 5 blueprints, and drive them from grey box to shippable with an engineer and an animator.
  • Own weapon and ability tuning data — spread, falloff, cooldowns, resource curves — and the reasoning behind each value.
  • Run weekly playtests, gather structured feedback, and turn it into a prioritised change list rather than a vibe.
  • Read match telemetry and high-ladder VOD alongside our analyst to identify dominant strategies before the community has to tell us.
  • Write the design half of the seasonal patch notes, in plain language, including the changes people will dislike.

What we're looking for

  • Five or more years in game design with at least one shipped multiplayer action or shooter title.
  • Hands-on scripting or blueprint prototyping — you can build the thing, not just describe it.
  • Comfort defending a design decision with data and then changing your mind when the data changes.
  • Deep familiarity with competitive shooters as a player, at whatever rank.

To apply, email a CV and a short note about a balance change you'd defend to careers@cindercreststudios.com with the role name in the subject.

Backend Engineer — Matchmaking & Services

Remote (US)

Work on the services behind Riftbound Arena: matchmaking, ranked rating, party and session management, and the telemetry pipeline that everything else depends on.

What you'll do

  • Extend and operate the matchmaking service — queue shaping, rating convergence, party fairness and regional pool health.
  • Build and maintain the session and party services that the game client talks to, with an eye on p99 latency, not averages.
  • Own the match telemetry pipeline that feeds design analytics and the player-trust review tooling.
  • Take part in a light on-call rotation (roughly one week in six) with real runbooks and no hero culture.
  • Write the postmortem when something breaks, and the fix that stops it recurring.

What we're looking for

  • Four or more years building and operating production backend services, ideally Go, Rust or C#.
  • Practical experience with distributed systems under real-time latency constraints — game services, trading, streaming or similar.
  • Working knowledge of a cloud platform, container orchestration and infrastructure as code.
  • Bonus: exposure to matchmaking, rating systems or anti-abuse data work.

To apply, email a CV and a link to something you've built or operated to careers@cindercreststudios.com with the role name in the subject.

Community Manager (Player Trust)

Austin, TX — hybrid

Join the trust team under Marcus Webb. This role sits between the community and the systems that keep ranked honest: reports, appeals, enforcement communication and the anti-cheat programme.

What you'll do

  • Be the studio's public voice on cheating, reporting and enforcement across our forums, Discord and update posts.
  • Triage player reports and escalate patterns — not just individual accounts — to the trust and engineering teams.
  • Help run the ban appeals process with player support, and make sure decisions get explained in plain English.
  • Track the paid-cheat ecosystem around our games and keep an internal picture of what is being sold and to whom.
  • Write the recurring trust update: what we banned, what we missed, and what changed.

What we're looking for

  • Three or more years in community management, player support or trust and safety for a live game.
  • Excellent written judgement — calm, specific, and able to say "we got this wrong" in public.
  • Genuine understanding of competitive PC gaming communities and how cheat markets around them work.
  • Bonus: experience working alongside an anti-cheat vendor or an internal detection team.

To apply, email a CV and a sample community post you're proud of to careers@cindercreststudios.com with the role name in the subject.