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View Full Version : PopCap looking to hire a game developer


adhominem
08-02-2005, 12:38 PM
We've had this job posting up on our website for a bit, but it is kind of buried, so I'm not sure how many potentially interested parties might have seen it:

http://www.popcap.com/jobs.php?job_id=0

The site describes the basic technical requirements of the job, but what we're really looking for goes well beyond that. We're looking more for people with the "indie gamer" spirit than corporate cogs...

What we really want are coders who also have deep, intuitive understanding of what makes games fun... who not only love games, but love making them and tinkering with the rules and mechanics and fidgety little bits until everything is just right.

Who don't just think of "casual games" as something OK to work on until they can get a job on a first-person shooter or hardcore RTS.

Who understand that making a simple game can be harder but more rewarding than making a mind-bogglingly complicated one.

Who don't think it's insane to spend a week making puzzle gems clink together just the right way.

Who'd be more excited to work on "Bejeweled 3" than "Half-Life 3."

Who have created at least one interesting game of their own (preferably more), even if it never made a lot of money (or even saw the light of commercial release) or features the most hideous programmer graphics since the dawn of the Apple II.

Of course, all that said, we still need people who are willing and able to work in a team environment... PopCap's not a giant corporate megalith (we're about 30 people), but you'd still have to come in to the office most days (which is in Seattle... relocation is a possibility). We're a pretty good place to work, I think, with competitive salaries, benefits, bonuses and stock plans, not to mention a foosball table, free sodas, and an encylopedic MAME cabinet.

Anyway, it seemed like the Indie Gamer forums were the most natural place to really start searching for developers of this sort. Soooo... if you're interested, you can send resumes and the like via the link on the web page, or directly to me at jason@popcap.com if you want (I'll make sure it gets to the right folks, anyway).

Jason Kapalka
Creative Director, PopCap Games

soniCron
08-02-2005, 12:54 PM
PopCap's not a giant corporate megalith (we're about 30 people)... In the world of the indies, that's debatable. ;)

Robert Cummings
08-02-2005, 01:34 PM
Hey cool job! Not for me, can't relocate, tied right down here in london with a family and stuff. Hope you find that chilled dude to work at popcap.

Got a game thats absolutely killer though. You'll love this...

Nexic
08-02-2005, 04:40 PM
This is a job I would truely love. And I think I meet the creative requirements.

But unfortunately I don't have much experience with the PopCap Framework (only played with it), and although I can do most things in C++, I wouldn't say I'm good enough for what you would need. And I certainly don't have any formal programming qualifications.

Oh and I pretty much stuck in the UK. >.<

adhominem
08-02-2005, 04:47 PM
Well, familiarity with the PopCap framework isn't a job requirement, and any new hire would probably get familiarized with it pretty soon. You would need to be pretty solid with C++, though, and be in the Seattle area (or, at least, willing to relocate there).

Game submissions for publishing, as Robert mentions, are an entirely different topic. We've got a submission section on our dev site at http://developer.popcap.com that details our policies on that stuff.

Davaris
08-02-2005, 05:23 PM
I would love to do something like this but I live in Australia. It would be cool if you could set up a freelance system for people like me. :) Perhaps you could give someone the design and specs and they get paid when the job is done. Hell I'd even work for nothing but a royalty split. I understand the reasons why this isn't possible, but it's nice to dream. :)

adhominem
08-02-2005, 05:31 PM
Well... in theory relocation is possible, but of course from outside America it's a pain, and from outside North America an even bigger pain.

The sort of remote thing you mention doesn't work too well with our design philosophy (though we do have a number of remote employees). A lot of our games start off as experimental projects and go through a lot of iterations, so we don't just have a big fat design doc we could send off to someone to implement.

For remote developers, it's probably more viable to consider publishing a game you've done inhouse. The position we're looking for here would really have to be in Seattle.

Hiro_Antagonist
08-02-2005, 08:26 PM
If you decide you want to have an in-house .NET team, you know where to find me. ;-)

-Hiro_Antagonist