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EngineeringMidFull-timeRemote

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
01

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.

02

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.
03

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.
04

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.
05

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.