AMEWIX · LOADING
OPEN ROLE · 01

Senior Unity Developer

Hiring now
Remote · Worldwide Full-time Paid in USD Revenue share available

AMEWIX is growing its engineering team: we’re looking for a second Senior Unity Developer to help drive the architecture and implementation of our upcoming hybrid-casual mobile titles. You’ll ship games end-to-end, integrate the monetization stack, and shape the engineering culture as we grow.

Responsibilities

  • Build mobile games for iOS and Android using Unity 6 (LTS) and C#
  • Lead technical architecture for each title — from prototype through MVP through polish
  • Integrate monetization SDKs: AppLovin MAX, AdMob, Unity LevelPlay
  • Integrate analytics: Firebase Analytics, GameAnalytics, AppsFlyer
  • Optimize performance for mobile (target 60 FPS on mid-range devices)
  • Collaborate with the founder on design, monetization, and live-ops decisions
  • Mentor junior developers as the team scales (Q3-Q4 2026)

Required

  • 3+ years of professional Unity C# experience
  • At least 1-2 mobile titles shipped to Google Play and/or the App Store
  • Experience integrating monetization SDKs (MAX, AdMob, or LevelPlay)
  • Understanding of mobile-game design patterns (Singleton, Observer, ScriptableObject)
  • Conversational English (written) for documentation and team communication
  • Self-directed — comfortable working remotely without micromanagement

Nice to have

  • Hybrid-casual or hyper-casual experience
  • Familiarity with mobile UA metrics: LTV, CPI, retention curves
  • AI-assisted development workflows
  • Past experience working remotely with international studios

What we offer

  • Competitive salary in USD, scaled to seniority
  • Revenue share on titles where you are the lead developer (after UA recovery)
  • 100% remote — work from anywhere with a few hours of team overlap
  • Tooling budget: Unity Pro, AI coding tools, Asset Store credits
  • Direct ownership and influence on engineering culture and tech decisions
  • Real path to Tech Lead or CTO as the studio scales

How to apply

Send your CV plus a portfolio (Github, Play Store, or App Store links) to [email protected] with subject line “Unity Dev application.”

Include a short paragraph on why you want to join an indie studio over a big company, plus one game you’re proud of and the hardest technical problem you solved while building it.

[email protected]
CULTUREHow we work

What it’s like here.

REMOTE

Async-first, output-focused.

We don’t track hours. We track milestones. Daily standup is a 15-minute Slack thread, weekly check-in is one hour. Otherwise, ship.

SCOPE

Small team, real ownership.

You’ll touch every part of a game — engine, monetization, analytics. No silos, no committee design, no waiting for approval.

PACE

Ship fast, kill faster.

Hybrid-casual prototypes go from concept to soft launch in 4-6 weeks. If a game doesn’t hit our retention bar, we move on. That cadence makes the work feel real.

FAQBefore you apply

The fine print.

Who’s behind AMEWIX, and how do I know you’re real? +

AMEWIX LLC is a registered Colorado company. Don’t take our word for it: search “AMEWIX” on the Colorado Secretary of State business database and check the record yourself. The studio is founder-run; interviews are live video calls with the founder, Dan Dinh, and your contract is signed by a named person at that registered entity before any work starts. If anything doesn’t check out, walk away.

No games on the stores yet. What actually pays me? +

The founder’s other operating businesses fund development, so game revenue doesn’t pay your invoice and doesn’t need to. Base pay is fixed monthly and isn’t tied to how any title performs; only the revenue share is. You invoice monthly, so your exposure is never more than one payment cycle.

Is this employment or a contract? +

A contract. Full-time independent contractor, written agreement, Colorado law. You start with 3 months’ probation, during which either side can end it immediately with written notice; after that it renews month-to-month and takes 14 days’ notice to end. No employee benefits, and the pay is set with that in mind. If a project is killed or the studio winds down, you’re still paid for every day worked.

How do I get paid? +

Monthly, in USD, by international transfer, and we cover the fees. You invoice, we pay. Before the first payment, non-US contractors complete IRS Form W-8BEN (one page; we send instructions). A non-US person working outside the US means no US tax withholding: your taxes are yours, where you live. Also: the hiring test task is paid, no work starts before a signed agreement, and we will never ask you for money or a crypto wallet. If someone claiming to be AMEWIX does, it isn’t us.

How does the revenue share actually work? +

Lead a title and you earn 5-10% of its net profit (gross revenue minus UA spend, store fees, ad-network fees, and direct game costs), paid quarterly for the first 12 months after launch. A prototype that never recovers its UA spend pays zero revenue share. That’s why base pay is fixed. Don’t plan rent around the share.

What does “AI-assisted development” mean day to day? +

There’s a tooling budget that covers AI coding tools; use whatever makes you faster. What we don’t accept is unreviewed generated code. You own the architecture and every line that ships. If you think AI tools are a fad, or that they replace understanding your own code, we’re probably not a fit.

Who owns the code, and what can I show in my portfolio? +

AMEWIX LLC owns the code — standard studio IP assignment, spelled out in the contract. You can reference shipped work in your CV and interviews; how each title is publicly credited and linked is agreed per project. Source code and internal design docs stay private.

Can I keep side projects or other clients? +

Yes, if they don’t conflict with what we’re building. The agreement has an exclusivity clause: while engaged and for 6 months after, you don’t build directly competing titles or work for direct competitors in our space, and you don’t poach our people or partners. Existing clients are fine; disclose them in writing before the effective date.

Not the right role?

We’ll be hiring more in late 2026 — designers, junior developers, art partners. If you’re excited about what we’re building, drop us a line and we’ll keep your details on file.

Introduce yourself