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Lead Unreal Gameplay Programmer

8829/10979/360589

Pimientos Asados Games

£25.00 - £45.00 Per Hour

Valencia, Spain

Spain

Programming

ASAP

30/09/2026

Mid-Senior Level

Temporary | Part Time

Yes

ABOUT THE ROLE

Pimientos Asados Games is an independent studio based in Valencia, Spain, developing WE ARE TITANS, a single-player dark-fantasy action RPG in which players pilot massive medieval, rune-powered Titans in weighty, skill-based combat against Colossus. 

Our Unreal Engine 5 prototype has movement, camera and core combat systems. Marcus’s Titan is moving from final concept design into 3D production, with an animator ready for rigging and animation. We need a programmer involved now, testing assets in-game while our partners are still available to iterate. 

We are looking for a hands-on Lead Unreal Gameplay Programmer to take technical ownership of the whole prototype: connect assets and systems, guide development priorities with the Game Director and build towards a cohesive December milestone and a maintainable vertical-slice foundation. This is not a one-off animation integration or a full rewrite. 

What you'll do 

  • Review the existing project, identify technical risks and dependencies, and set priorities with the Game Director. 

  • Define rig and animation requirements with our modeller and animator; test early assets in UE5 before final delivery. 

  • Own the implementation, testing and feedback cycle throughout character production, so required changes are addressed while collaborators are still engaged. 

  • Integrate the Titan mesh, rig and animation pack; refine Animation Blueprints, Montages, notifies, transitions, sockets and attachments. 

  • Develop and refine movement and combat as connected systems: attacks, block / parry, counterattacks, dash, stagger, executions and ability interactions. 

  • Test real gameplay encounters, not just animation previews; resolve timing, collision, hit-reaction, state and interruption issues across existing mechanics. 

  • Preserve useful prototype work, make targeted technical improvements and integrate supplied audio / VFX to strengthen combat feedback. 

  • Maintain stable packaged Windows builds, an editable project and clear documentation that support continued development into the vertical slice. 

What we're looking for 

  • Mid to senior-level Unreal Engine gameplay experience and hands-on technical ownership in a small team. 

  • Strong Blueprint skills and some C++, with sound judgement when assessing and improving an existing project. 

  • Proven character-animation integration experience, including collaboration on rig requirements and iterative in-engine validation. 

  • Experience with action combat, character controllers or other timing-sensitive, animation-driven gameplay systems. 

  • The ability to anticipate how changes to animation, gameplay logic, collision and other mechanics affect the overall experience. 

  • Strong debugging, version control and collaborative development skills; clear communication with artists, animators and designers. 

  • Reliable planning within an agreed hours budget, early communication of risks, and portfolio examples showing your own contribution. 

Nice to have 

  • Previous lead or sole-programmer responsibility, particularly taking an indie prototype towards vertical-slice production. 

  • ARPG or sword-and-shield combat experience, including parries, counterattacks and executions. 

  • Experience with mechs, large creatures or heavy playable characters that balance weight with responsiveness. 

  • Experience coordinating external character-production partners; Niagara / gameplay VFX or Perforce knowledge. 

The engagement 

  • Paid freelance collaboration, starting as soon as possible. Early involvement during rigging and animation production is a priority. 

  • Begin with a small paid technical review and an agreed allocation of hours per month, billed at an hourly rate. Scope and priorities will match that allocation. 

  • As the collaboration grows, move towards an agreed fixed monthly fee for a defined time commitment and scope. 

  • Remote. Candidates based in Spain are strongly preferred, with particular preference for Catalonia. This is not a requirement; candidates elsewhere are welcome. 

  • Regular overlap with European working hours and timely coordination with our modeller and animator are required. 

  • Initial focus: a cohesive December 2026 prototype and technical foundations for subsequent vertical-slice development. Freelance work is paid independently of future funding. 

Why join Pimientos Asados Games?

As we build out the studio’s core team from December 2026, this collaboration will lead to a longer-term lead programming role, subject to funding, project needs and mutual fit. Successful collaboration before then would be a significant advantage when considering that position, but future employment is not guaranteed. 

About WE ARE TITANS 

WE ARE TITANS combines an elevated/isometric ARPG perspective with active, timing-driven combat and the fantasy of piloting and building a massive medieval Titan. Attacks should feel heavy and powerful without making the player feel slow or unresponsive. 

The December milestone is a cohesive playable prototype that validates the core combat experience and brings the custom Titan assets into the existing systems. It will support funding discussions for a subsequent vertical slice; it is not the vertical slice itself or full-game production. 

How to apply 

Send your CV or LinkedIn profile, portfolio and one or two relevant gameplay examples to jorge@pimientosasados.com. Explain your personal contribution and include: 

  • Your freelance hourly rate and indicative monthly fee for a stated time commitment. 

  • Earliest start date and reliable hours per month through December 2026. 

  • Your location / time zone and availability to coordinate with our production partners. 

  • A brief example of technical ownership and your interest in a longer-term core-team role. 

We are looking for someone who takes responsibility for how the game works as a whole, connects the technical and gameplay decisions, and helps us build confidently towards the vertical slice. 



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