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The Game Producer will manage the development lifecycle of an unannounced co-op horror title by coordinating distributed teams and maintaining project milestones. They are responsible for guarding scope and budget while ensuring clear communication and efficient workflow across the studio.
An unannounced co-op horror title — think friendslop, but played completely straight. Small-studio Unreal Engine 5 production, small lobbies, big physical comedy. Full design details shared under NDA.
Turn the GDD into an executable plan: milestones, sprint cadence, and a backlog that reflects reality
Coordinate a distributed team of designers, artists, and programmers — kill blockers before they're a week old
Run the dependency map: who needs which asset, spec, or build by when, so nobody discovers a wait after it's already started
Organize recurring full-lobby playtests: build ready, lobby filled, feedback captured and converted into tickets
Guard scope and budget: maintain the cut list, flag creep early, keep the current slice shippable
Be the communication layer — status visible to everyone, decisions written down, and the founder's hours protected for design
3–5 years producing games, with at least one shipped title — multiplayer strongly preferred
Small-team scars: you've been the only production discipline at sub-20 headcount, with no department behind you
Fluency in the standard stack — Linear/Jira/Notion or equivalent, source-control basics (Perforce or Git), and enough Unreal literacy to know what's expensive to ask for
Remote-first instincts: async by default, time zones treated as a scheduling constraint, not an excuse
A record of cutting — you can name features you killed to hit a date, and defend every one
Co-op, horror, or party-multiplayer shipping experience
Experience running external contractors and art outsourcing rounds
A Steam launch under your belt — store page, builds, release day
Contract-to-hire: the first engagement takes the current slice from plan to playable milestone, then we both decide about ongoing work
Fully remote, async-friendly.
Shortlisted candidates get a paid planning exercise under NDA: the real backlog, one week, a milestone plan with a cut list
Send your application to jobs@cheatcode.gg, include:
Your shipped titles and what you personally ran — team size, disciplines coordinated, and what you actually had authority over
A short note: one milestone that was slipping — what you cut, what you changed, and what shipped
No cover letter.
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