Gameplay Engineer — Bedrock
Bring hand-crafted Bedrock adventures to life — one script, one system, one surprise at a time.
- Team
- Engineering
- Level
- Mid
- Location
- Remote
- Any time-zone · some overlap with GMT required
- Type
- Full-time
- Comp
- €50–70k + profit share
About the role
We're building a growing lineup of Bedrock Marketplace experiences under the RuneFist banner. You'd be the person who turns a design doc and a built map into something that actually plays.
You'll work closely with our level designers, tech artists and QA. The projects are small (1-4 month cycles) which means you'll ship several things a year and see your work in front of players fast.
What you'll do
- Write, maintain and optimise Bedrock scripts, behaviour packs and add-ons.
- Own gameplay systems for each project — objectives, mechanics, boss fights, puzzles.
- Collaborate with design to prototype ideas and cut what doesn't work.
- Ensure every release meets Marketplace submission requirements without eleventh-hour panic.
- Own performance across device tiers — from low-end Switch to high-end PC.
What we're looking for
- Solid TypeScript / JavaScript fundamentals.
- Hands-on experience with Bedrock scripting, behaviour packs, resource packs and add-ons.
- Strong debugging instincts and a patience for edge cases across device tiers.
- Comfortable working in small, opinionated teams.
Bonus points
- Prior Marketplace submissions you can point us at.
- Experience with JSON, Molang and custom entity / item definitions.
- A personal Bedrock map, mod, or tool that got shared around.
The boring stuff — done properly
Everyone at RuneFist gets the same baseline: remote-first, sustainable pace, proper hardware, learning budget and profit share on every released project.
Remote-first
We've been remote since day one. Work from wherever you do your best work — coffee shop, home office, other side of the planet.
Real ownership
We're small on purpose. Every role shapes the games and the studio. No waiting in line for decisions to be made somewhere else.
Sustainable pace
No crunch. Four weeks paid time off. Real weekends. We've seen the other way of doing it and we're not going back.
Hardware + setup
Studio-grade hardware, software licences, and a generous home-office budget on arrival. If a thing helps you ship, we'll get it.
Learning budget
Yearly budget for courses, books, GDC, conferences, or anything that levels you up. Use it or lose it — we'd rather you used it.
Profit share
When the studio does well, the team does well. Transparent profit-share on every released project, paid quarterly.
