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.

The benefits people actually stay for, in the order they tell us they matter.

The benefits people actually stay for, in the order they tell us they matter.

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.

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.

Pencil sketches spread over a desk
Writing notes by candlelight
An audio mixing desk glowing in the dark

Don’t see your role? Write anyway. We read every letter.

Don’t see your role? Write anyway. We read every letter.

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