Senior Game Developer (Unity).
We ship 3–4 client game projects a year. We need a senior Unity developer who can take a brief from a founder, scope it honestly, and lead a small team through to release — usually mobile, occasionally with AR/VR or multiplayer in the mix.
About the work
Our game side of the studio takes projects from prototype to launch. Most are mobile titles or AR experiences for client brands — not our own IP. The work is varied: one quarter you might be tightening a multiplayer netcode layer, the next quarter you might be writing the spawning logic for an AR brand activation that runs in a museum.
Recent projects: a multiplayer mobile party game (Unity, Photon, iOS + Android), an AR product visualizer for a furniture brand (Unity AR Foundation), and an internal training simulator for an industrial client (Unity, custom physics).
What you'll actually do
- Lead a game project from concept to launch — usually 12 to 20 weeks of dev — with one or two other engineers and a contract artist or two.
- Make the architectural calls: rendering pipeline, multiplayer approach, save/serialization, build pipeline.
- Write a lot of gameplay code yourself. We do not have a junior layer for you to delegate to.
- Own the build and release. Cert prep for iOS / Google Play / Meta Quest store if relevant.
- Sit in client meetings and translate "we want it to feel more alive" into specific, scoped changes.
What you bring
- Five-plus years shipping in Unity, with at least one title you took from prototype to a public release on a major store.
- Strong C#. Comfort with Unity's job system / Burst is a bonus but not required.
- Experience with at least one of: multiplayer netcode (Photon, Mirror, or rolled your own), AR Foundation, mobile performance optimization.
- Understanding of mobile platform constraints — memory, battery, store submission, certificate management — that only comes from actually shipping to those stores.
- Ability to read concept art, talk to artists in their language, and know when a request is a thirty-minute change versus a three-day one.
- Eligible to work in Canada.
What we are not looking for
- Engine engineers. Our work is in Unity; we are not building our own engine.
- People who only want to work on AAA-style titles. Our games are small, finished, and on phones.
- Solo specialists. You will be the senior in the room, which means you talk to clients, artists, and other engineers. If you want to be left alone with the code, this is the wrong role.
How we interview
- Conversation (45 min) with the founder and the current game lead.
- Portfolio walkthrough (60 min). Show us one shipped title, walk us through one technical decision you made well and one you wish you had made differently.
- Paired session (90 min). We open a small Unity project we have prepared and work on a real problem together — usually something around input handling, save data, or a multiplayer edge case.
- References and offer within a week of the paired session.
Benefits, plainly
- Compensation as listed above.
- In-person at our Concord, ON studio, Monday through Friday. Game work is collaborative — code, art, audio, design all need to be in the same room. Remote is not an option for this role.
- Four weeks paid vacation, plus the holiday closure.
- Health and dental after three months.
- Equipment of your choice. We will buy you a Quest 3 or whatever the current target headset is when a project needs it.
- $2,500 annual learning budget. Unity conferences count; GDC counts.
Send an email to careers@startpro.ca with a short note, a link to a shipped title, and one paragraph on what you would build if we gave you a free Friday.