framebunker is hiring! but you won't find a list of "current openings" here. That's because we're searching for the right people, not just filling open positions. If you're passionate about game development and strive for creative and technical excellence in your work, we'd like you to consider joining us in our Copenhagen studio.
We built this site to help guide you through the hiring process. If you have any questions, please don't hesitate to contact us. Your questions or concerns will never have a negative impact on your potential application.
Before you apply — we've made our plain-English Employment Agreement (featuring some of the industry's most employee-friendly terms) available for you to review:
Your application is your chance to introduce yourself — to tell us about who you are and what you do. When reviewing your application, the top two things that we look for are:
If you have a lot of industry experience, we'd also like you to take a little time to demonstrate how you haven't become set in your ways — give examples that show us how you're receptive to new ideas and new ways of approaching game development.
You should hear back from us regarding your application in about a week. Here is how the process will unfold:
The "Apply Now" button will allow you to send your application. Write an introdution to let us know who you are and why you want to join us. Remember that your application is going to be read by actual humans, not pattern-matched in a database — we're not interested in a list of every piece of software that you've opened or every language you've typed "Hello World" in. Don't forget to include links to your CV, personal web site, portfolio or anything else that might help us understand your skills and experience.
We'll reply right away with an automated email to let you know that we've received your application.
All positions are full-time in our Copenhagen studio, we don't have job titles, and our salary is fixed company-wide. If working remotely, having a fancy title, or being paid more than your colleagues are things that are important to you, we're not the studio for you.
This part is on us. It will take us about a week to review your application and get back to you. In the meantime, if we have any questions or need anything clarified, we'll be in touch.
How does our review process work? First, our steering team will review your application. We'll take things like our overall hiring pipeline, applicant diversity, and how well your skills and experiences align with our current and anticipated needs into account. If it seems like you might be a fit for framebunker, you will be pitched internally to the whole team. This will be a blind pitch — no name or gender. If everybody gives you a thumbs-up, we'll invite you to interview.
We know that waiting around to hear back about a job can be a very stressful experience, so regardless of the outcome, we'll contact you as soon as we've had a chance to fully review your initial application. In the meantime, don't feel like you have to wait in silence — you can still feel free to contact us with any questions. Like always, your questions won't have a negative impact on the status of your application.
If your application will proceed to an interview, we'll coordinate that with you. You can find out more about interviewing with us in the next section of this site.
We'll always do our best to let you know exactly why. We'll also ask if you would like us to delete any information that we have on you, or if you'd prefer us to hang onto it in case the situation changes.
We all like you on paper, so the next step is meeting you to talk some more. We'll email you to set up an interview and so that you know exactly what to expect: when, where and who you’ll be interviewing with. We’ll give you a chance to send us some questions in advance if you have them and we’ll also send some topics that we’d like to discuss with you so you can prepare.
During our interview, we'll talk about your work to try to understand how you approach things as a professional game developer. There won’t be any whiteboard problems. If you're primarily a programmer, we'll talk about programming. If you're primarily an artist, we'll talk about art. We’re not going to try catch you out: we want to see you in the way that we’d work with you, not in some artificial situation.
We don't gain anything from making you feel uncomfortable. That's why we'll work with you to come up with the format that you feel will give us the best impression of who you really are — whether that means a one-on-one remote interview, an in-person interview with the whole team, or anything in between. We want you to shine.
Even the best interview can be stressful — you want to make a good impression. Sometimes, when we're stressed, we forget things. If there is a question that you want to ask or something critical that you want to tell us, write it down and bring it with you to your interview. Don't worry, we think planning ahead is a good thing.
Interviews exist for both of us — don't forget that this is your chance to get to know the people that you might be working with every day. Want to talk about our design process or ask an artist a question about our art pipeline? Maybe you'd like to take a look at some existing code? Great! The interview is there so you can get to know us too, so we’ll do our best to accommodate that and answer any questions that you have.
After your interview, we'll have some internal conversations about having you join us and follow up with your references — this could take a few weeks. We'll follow-up right away to try to give you a better estimate about when you should expect to hear back from us, and we'll try to keep any specific start-date considerations that you have in mind. In the meantime, if you didn't have a chance to meet the whole team, or if a follow-up interview is needed (it probably will be), we'll email you to set things up.
We'll let you know right away if we decide that we are going to pass on hiring you. We'll also do our best to let you know exactly how we came to that decision.
We’ve been through the interviews and we’ve offered you a job. So what next? New jobs are exhausting for even the most wizened of game developers, so we’ll structure your first few weeks to bring you to framebunker in the best way possible.
Like interviews, there’s no turnkey solution to this, so between the time you’ve signed your contract and your first day in the office, we’ll build up a plan and tweak it with you so that you know what you’ll be doing when you walk through our doors.
A new person starting is exciting for all of us. We’ll start the day with a warm drink and some fancy Danish pastries with the team. Then, each of us will give you an introduction to a different aspect of what we’re working on and how we work together.
We’ll check with you in advance if you’re a Mac or a PC and have that ready with the software you’re used to when you come through the door. One of your new team members will help you through setting up company accounts and setting up our projects on your machine.
A few times in your first months we’ll set up meetings where we can share thoughts on how things are going. We’ll work with you to set up goals that will help you fit into your role and have an impact on what we’re working on as quickly as possible. We want to make sure you’re fitting in and get positive feedback from us as you’re getting settled.
We’re asking you to tell us about how you work, so it’s only fair that we do the same. It’s not an exhaustive list but these are things important to what makes our company special.
We use a hypothesis-driven approach to game design that borrows ideas from cognitive science, statistical market research and user experience design to help us build memorable experiences. This helps us remove subjectivity or assumptions from our discussion and focus on our players.
Tools act as a force-multiplier for us, allowing our smaller-than-average team to tackle projects that would be otherwise outside of our reach. We make the time to focus on reusable software, so that what we build today serves as a foundation for what we’ll move onto next.
We’re not many people and we want to stay that way. With a flat salary structure and no job titles, we want to emphasise the importance of every member of our team. Making games is collaborative and we embrace that at framebunker.
We founded framebunker because we want to create amazing experiences and we know without any doubt that diversity in our team will make our games better. We actively encourage game developers from backgrounds underrepresented in the games industry to apply. We would love to hear from you and work with you.
We’re looking for people who combine their passion for game development with proven creative or technical excellence. We want to build a company that respects the craft of developing games and grows to become a world-class indie studio in the heart of rainy Copenhagen. If that sounds like somewhere you can see yourself then get in touch, we’d love to talk.