
Checkpoint V · careers
Come and build the hard parts.
Six open roles at a 41-person studio that has never crunched. Four-day weeks every August, a no-crunch clause in every contract, and a river under the floor.
What you get
Slow, on purpose.
01
No crunch, in writing
Your contract caps the week at 37.5 hours. Overtime needs the studio head’s signature and has never been signed.
02
August off Fridays
Four-day weeks for the whole of August, every year, at full pay.
03
Your own royalties
Everyone on a shipped game shares 10% of its profit, split evenly, forever.
04
A real playtest lab
Silent sessions twice a month. You will watch strangers play your work.
Open roles · 6
Pick a door.
Senior Combat Designer
Own the moment-to-moment fight in Pale Orison: parries, stamina, enemy tells and the lantern as a weapon.
Environment Artist
Build ruined interiors that read in fog: stone, plaster, candle soot and the damage of four hundred years.
Gameplay Programmer
Build the systems behind a cathedral that rearranges itself, and keep it running at a locked 60 frames.
Sound Designer
Make stone, cloth and fire sound heavy, and help players hear danger before they see it.
Producer
Keep a team of forty-one moving without crunch. Plan milestones, run playtests and protect the schedule.
QA Analyst
Break the cathedral before players do. Write clear bugs, run regression passes and sit in on playtests.
How we hire
Four steps, three weeks, one answer.
Step 01
A short application
A CV or portfolio and three sentences on a game you think is unfair. No cover letters.
Step 02
One conversation
An hour with the person you would work for. We send the questions a day ahead.
Step 03
A paid task
Four hours at most, paid at your day rate. We never use the work.
Step 04
A day at the mill
Lunch with the team, a playtest, and an answer within a week.


