MaFi Games | Senior SWE/game dev | Contract or full-time | $70-110k | Remote | C#
EDIT: This posting is no longer active, thanks for all the applicants for applying!
I’m the co-founder of MaFi Games – an indie studio behind the game Captain of Industry. We are a small but passionate team who gave up their jobs at Google/Nvidia to pursue building the best factory simulation game possible, and we need more hands!
We are looking for an experienced software engineer to grow the team and accelerate our progress. We strongly prefer candidates with a background in game development or with experience in desktop UI, 3D graphics, and performance optimizations.
Some reasons you’d enjoy working with us:
* A multicultural, collaborative, and innovative work environment where your voice is heard.
* Fully remote job with flexible working hours and vacation schedule.
* High quality C# code base, code reviews, tests.
* High work satisfaction, work on a popular video game with a wonderful community.
I'm currently exploring game development and would love to contribute to your team as an intern. Although I have no prior experience in game development, I bring over five years of experience as a FullStack JavaScript Developer, with strong skills in UI/UX design and a passion for learning new technologies.
Could you please let me know if there are any internship opportunities available?
I am very interested in MaFi Games.
MaFi Games | Senior SWE/game dev | Contract or full-time | $70-110k | Remote (World) | C#
EDIT: This posting is no longer active, thanks for all the applicants for applying!
I’m the co-founder of MaFi Games – an indie studio behind the game Captain of Industry. We are a small but passionate team who gave up their jobs at Google/Nvidia to pursue building the best factory simulation game possible, and we need more hands!
We are looking for an experienced software engineer or game developer to grow the team and accelerate our progress. We are also looking for part-time UI/UX designers.
Some reasons you’d enjoy working with us:
* A multicultural, collaborative, and innovative work environment where your voice is heard.
* Fully remote job with flexible working hours and vacation schedule.
* High quality C# code base, code reviews, tests.
* High work satisfaction, work on a popular video game with a wonderful community.
* No bureaucracy, no politics, no perf, 1 regular meeting per week.
Why did this post disappear from the front page? I understand that this is now a heated topic, but I think it is good for people to know about things like this.
This is not about "unwilling to pay for quality tools", but completely changing the way they charge for the tools, which gets applied to all legacy software that ever used their tools, despite their previous (now deleted) clauses that new TOS won't apply unless you use the new version, is just ridiculous to me.
Even if one stopped using Unity to develop new things before this change, they are still on the hook for product installs (even if they are free games), which are by the way tracked by Unity "proprietary data model".
Q: If a user reinstalls/redownloads a game / changes their hardware, will that count as multiple installs?
A: Yes. The creator will need to pay for all future installs. The reason is that Unity doesn’t receive end-player information, just aggregate data.
Q: Are these fees going to apply to games which have been out for years already? If you met the threshold 2 years ago, you'll start owing for any installs monthly from January, no? (in theory). It says they'll use previous installs to determine threshold eligibility & then you'll start owing them for the new ones.
A: Yes, assuming the game is eligible and distributing the Unity Runtime then runtime fees will apply. We look at a game's lifetime installs to determine eligibility for the runtime fee. Then we bill the runtime fee based on all new installs that occur after January 1, 2024.
Many years ago I worked at a startup that tried to do this. To make a long story short the goal was to make money off content that was made with the tool instead of selling the tool directly to people making the content.
Zero sales later, we all lost our jobs because if you show up with a new pricing model that completely upends how businesses even account for their spending and pricing, it better be the greatest fucking piece of software ever made that has zero competition or an industry standard because no one is going to use it.
Setup dualboot linux/windows, installed my 6 fav games on the linux side
Decided I didnt like that distro, wiped it and reinstalled with a new distro. then installed my 6 fav games
messed something up and decided it would be faster to reinstall again, did that and re-installed my 6 fav games.
got issues with my steam deployment, mucked about and fixed it but in the process deleted my previous install. realized i could just copy the data from the windows partition across and did that.
With this scenario I could be up for 24 install charges, despite never playing the games.
My 15 yr old son is teaching himself programing for the purpose of being a games developer and this news horrifies him. I really dont see this is going to last.
*Edit, 30 installs. forgot to count the windows installs.
> This is not about "unwilling to pay for quality tools", but completely changing the way they charge for the tools, which gets applied to all legacy software that ever used their tools, despite their previous (now deleted) clauses that new TOS won't apply unless you use the new version, is just ridiculous to me.
That's a risk you run when the company you're buying your tools from is beholden to shareholders. Which a vast majority of the companies we can even buy tools from are/will be.
I’m not sure shareholders asked them to over hire since 2019 by more than 2x (conservatively) and start spending billions to acquire random companies without having a clear vision what are they planning to so with them.
That mostly came from the board and the executives. It’s not like shareholders really that many ways to influence company policy that much besides selling or buying their stock
"Q: If a user reinstalls/redownloads a game / changes their hardware, will that count as multiple installs?
A: Yes. The creator will need to pay for all future installs. The reason is that Unity doesn’t receive end-player information, just aggregate data."
Bonkers
edit?: Am i reading it right that they want to retroactively charge developers extra fees for previous installs?
I think this text i am quoting below is what they're really trying to do. They know the their new system is unreasonable. They want to force devs to use their advertising service.
"Qualifying customers may be eligible for credits toward the Unity Runtime Fee based on the adoption of Unity services beyond the Editor, such as Unity Gaming Services or Unity LevelPlay mediation for mobile ad-supported games. "
"Q: If a user reinstalls/redownloads a game / changes their hardware, will that count as multiple installs?
A: We are not going to charge a fee for reinstalls. The spirit of this program is and has always been to charge for the first install and we have no desire to charge for the same person doing ongoing installs.
(Updated, Sep 13)"
Seems more like charging for new instalts. But how can you charge for install instead of sale? One user could easily cost more than what the game cost.
I do the same as KMnO4 and I think I have never received an email to a random address that I haven't shared before. Currently the biggest volume of spam is coming to adobe@ and github@ (along with some dating sites).
Actually, I did receive one, from my friend who typed the entire message in the name before the @ and left the body and subject empty :D
I do the same and I did receive a few, to some addresses that looked like UUIDs. It was just a handful of addresses, so they were easy enough to block.
Game dev here. The reason is simple - performance. Unlike Java, C# has zero-overhead structs (custom primitive types if you will), so say a Vector3f is just 3 floats in memory, 12 bytes, no object overhead, no pointer indirection. This is a BIG deal. Array of vectors can be just raw data in C#, not an array of pointers like in Java. You can fairly easily map C# structs to C/C++ structs that GPU drivers need. C# even allows fixing struct fields to certain offsets to ensure identical memory layout with other languages.
Other features are also critical to performance such as true generics. Say List<Vector3f> in C# is specialized for that type, no overhead from objects, no extra pointers, no casting.
In C#, if you are very careful, you can get close to the performance of C++. I don't think the same can be said about Java, because the language does not give you the tools to achieve that.
Yeah, Java's reply to performance was "let's make the GC better", C#'s was "let's make the GC optional". I don't think it was a strictly conscious decision (generics were reified long before XNA was even an idea), but for low-level game development it is imperative to have predictable memory usage and control.
Yes! Nuclear reactor needs enriched fuel and produces heat. You connect water and it will turn it to steam that you can pipe to do what you want. Usually you want to use it in turbines for electricity production, but you can also use it for desalination, or in oil refinery.
If you don't supply water to the operational reactor, it overheats, and you know what that means... Just kidding, no explosions (yet), it just gets damaged and you loose all loaded fuel.
EDIT: This posting is no longer active, thanks for all the applicants for applying!
I’m the co-founder of MaFi Games – an indie studio behind the game Captain of Industry. We are a small but passionate team who gave up their jobs at Google/Nvidia to pursue building the best factory simulation game possible, and we need more hands!
We are looking for an experienced software engineer to grow the team and accelerate our progress. We strongly prefer candidates with a background in game development or with experience in desktop UI, 3D graphics, and performance optimizations.
Some reasons you’d enjoy working with us:
* A multicultural, collaborative, and innovative work environment where your voice is heard.
* Fully remote job with flexible working hours and vacation schedule.
* High quality C# code base, code reviews, tests.
* High work satisfaction, work on a popular video game with a wonderful community.
As an example of our technical work see https://www.captain-of-industry.com/post/cd-31.
If interested, please see the detailed info and requirements at https://www.captain-of-industry.com/jobs, thanks!
Note that this is a fully remote job and we are happy to consider candidates from any country around the world!