Senior
Full time
Negotiable
Remote
Hypercell Games is a mobile game studio behind some of the most downloaded hybrid-casual and puzzle titles on the market.
Our games reach millions of players worldwide.
What you can definitely know about us is:
Sand Balls game –360 M+
Rope and Balls – 62 M+
Freaky Stan – 52 M+
Garden Balls – 22 M+
Unpuzzle – 22 M+
Run&Gun – 13 M+
We’re looking for a Playable Developer (Cocos Creator) to join our creative team.
What are you working on?
- Genres: Puzzle
- Platforms: Mobile, iOS, Android
For which tasks (responsibilities)?
Build Playable Ads in Cocos end-to-end (gameplay loop, interactivity, UI, optimization, export for ad networks);
Independently prepare assets from Unity projects: extract, optimize, and reuse assets effectively (e.g. avoid “render everything to video/PNG”);
Create and evolve a Cocos playable starter kit/template: shared architecture, reusable components, standards, documentation;
Iterate with UA/Creative (hooks/first seconds variations, A/B variants, improvements based on performance data);
Collaborate with Creative Producers/Motion Designers on asset requirements, handoff formats, and checklists.
What kind of professional are we looking for?
Strong Cocos Creator experience (solid TypeScript/JavaScript; good understanding of HTML5/WebGL);
Solid 3D playable skills (camera/light/material basics, 3D scenes for HTML5/WebGL, awareness of WebGL 3D limitations);
Solid 2D playable skills (nodes/prefabs, animation, state machines, input/physics, UI);
Experience working with Unity, ability to independently extract and prepare all required assets from a Unity project for playable production;
Proven experience shipping playables for multiple ad networks (e.g., Google Ads, Meta, Unity Ads, AppLovin) and understanding typical constraints;
Strong playable performance optimization skills (build size discipline, load/first-interaction time, FPS/memory, atlasing/compression/profiling);
High work autonomy, can take ownership from asset extraction to final exports without micromanagement;
Spoken and written English and Russian.
Nice to HaveUnderstanding of UA concepts and why playables behave the way they do (CTR/IPM/CPI, first 3–5 seconds, pacing, traffic quality impact);
Spine / DragonBones (or comparable skeletal animation workflows);
Shader proficiency (Cocos Effect/Material system or Shader Graph equivalents where applicable);
Experience diagnosing shader-related performance issues (overdraw, transparency, heavy fragment cost, reduce passes, avoid expensive features);
Ability to profile and optimize for WebGL/HTML5 (CPU/GPU bottlenecks, memory spikes, draw calls/overdraw, texture formats, batching, light baking vs real-time tradeoffs, mesh/material consolidation);
Asset pipeline optimization, strong understanding of texture compression, atlasing/sprite packing, mesh simplification basics, audio constraints;
Ability to set up repeatable production workflows (project template, reusable components, export/build checklists, basic documentation);
Experience migrating pipelines from a previous engine/framework to Cocos stack.
Why do we enjoy working here?
The opportunity to work on games played by millions of players;
Implement your bold ideas;
Paid vacation;
Support for professional development (training, coaching, and more);
Opportunity to grow and develop with the company;
Supportive and warm working atmosphere within the team.
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