Senior Gameplay Engineer
Own the client runtime for new titles — reels, bonus states and the feel of every spin.
We are a slot studio: maths, engineering, art and QA in one room. If you want your work in front of players rather than in a backlog, there is a seat here.
RGG builds original reel games end to end — hold and win, multiplier and classic fruit titles. Maths sits next to engineering, art sits next to QA, and a feature goes from a whiteboard sketch to a certified build without leaving the studio. The catalogue below is what that produces.
See all rolesEvery role below is open now. Apply by email with whatever best shows your work — a CV, a repo, a reel, a maths sheet. We read all of them.
Own the client runtime for new titles — reels, bonus states and the feel of every spin.
Build the services behind launches, wallets and round settlement, and keep them boring under load.
Design paytables, volatility profiles and bonus economies, then prove them before a line of client code exists.
Run billion-spin simulations, chase the tails and tell us where a model and the build disagree.
Take a theme from mood board to shipped symbol set, backgrounds, UI and the key art that sells it.
Rig, animate and export symbol wins and bonus transitions that stay smooth on a five-year-old phone.
Break new titles on purpose: bonus edge cases, reconnects, currency and language builds, certification prep.
Turn the regression pack into a suite that runs on every build and reports in language a dev can act on.
Own operator relationships from first call to live catalogue, and bring their feedback back into the roadmap.
Guide operators through API integration and certification, and stay on the line until the first spin lands.
No roles are open in that discipline right now.
A budget and the calendar space for courses, conferences and certifications, plus time to bring what you learn back to the team.
Health cover, real holiday that people actually take, and a studio that treats crunch as a planning failure rather than a badge.
Choose your hours around a short overlap window, and work remote, hybrid or from the studio depending on what the role needs.
Credit is attached to the work, not the loudest voice in the room. Ship something good and the whole studio hears whose it was.
Small teams per title means you own a system end to end, and you are in the room when the decisions about it are made.
Playtest sessions, game jams and a standing slot each month to build whatever you have been arguing we should build.
Start to finish it usually runs about two weeks, and you hear back either way at every stage.
A half-hour call about what you have built and what you want to build next. No panel, no whiteboard, no trick questions.
Walk us through your own work, or take a short scoped exercise sized to an evening. Whichever suits you — both count the same.
Meet the people you would sit with, ask us anything, and get a decision with reasons attached — not a template.
If none of the ten above fit but you think you would make our games better, write to us anyway. Tell us what you would work on and send whatever proves you can do it.
Support@rgg.it.com