Docs  /  Outreach  /  Team Roles

Team Roles

Three staffing pictures: the minimum viable team to ship the MVP (Phase 2 — 1v1 LAN, 3 leaders, 3 armies), the scaling team for Phase 3 multiplayer + content, and the launch team for shipping. Roles can stack on a single person at the smallest scale; they break apart as scope grows.

Reading this if you're a candidate: the role descriptions below describe the job, not the title. Real titles depend on what other people end up on the team and what fits the studio's structure. Tell us what you'd rather own; we'd rather find a fit than force one.

Minimum Viable Team — Through MVP (Phase 2)

The smallest credible team to land the MVP build (M0–M12 on the roadmap). One person can wear two hats here, and likely will.

RoleOwnsHeadcount
Game Director / Lead Designer Vision, GDD ownership, scope calls, milestone gates, playtest analysis. 1 (founder)
Gameplay Engineer (UE C++) Hex grid, tile state, path system, combat loop, leader system. M0 → M10. 1–2
Network Engineer Server-authoritative state, fog-gated replication, RPC validation, M11–M12. 1 (can stack with gameplay engineer at MVP scale)
UI / UX Engineer Path-edit UI (the most novel UX surface), HUD, lobby, replays-readiness. 1
Technical Artist Hex tile materials, leader VFX, tile-state visualizers, performance budget. 0.5–1 (likely contractor at MVP)
Producer / Ops Build pipeline, Perforce health, milestone tracking, external comms. 0.5 (can stack with director early)

Total at MVP: ~4–5 FTE (with stacking).

Scaling Team — Through Phase 3

Phase 3 means up to 12 players, dedicated server, AI, and the M16 roster of 3 leaders / 3 armies. Content production starts here.

RoleAdds (vs. MVP team)
AI Engineer Strategic + tactical AI layers; difficulty tiers; M15.
Game Designer (Combat / Balance) Stat curves, leader kit design, balance pass via match telemetry.
Concept Artist Leader silhouettes, army identities, biome moodboards.
Character Artist Leader models, army unit kits (modular).
Environment Artist Hex tile sets per biome, skyboxes, lighting variants.
Animator Leader rigs, idle/move/ability cycles, unit cycles (lightweight per unit).
VFX Artist Combat flashes, ability VFX, tile state changes (claim, level-up, destroy).
Sound Designer / Composer Combat layers, leader-VO if applicable, music per phase of match.
QA Lead Test plans, regression catalogs, balance signal collection from playtests.

Total at scaling: ~10–12 FTE.

Launch Team — Phase 4

What the team looks like at full content production for ship.

RoleAdds (vs. scaling team)
Backend / Live Ops Engineer Leaderboards service, match history persistence, account / inventory.
Tools / Pipeline Engineer Map editor, mod pipeline (if shipping), telemetry pipeline.
Additional content artists 9 more leaders / 9 more armies / multiple biomes — content load is real.
Community Manager Discord, social, patch notes, playtest cohort management.
Marketing / PR Pre-launch press, launch beat, ongoing campaign coordination.
Esports / Tournament Coordinator Optional. Only if competitive scene is part of the strategy.

Total at launch: ~18–25 FTE.

Role Profiles in Detail

Gameplay Engineer (UE C++)

Spends most of their time in AxonRush/Source/AxonRush/ writing the systems that define the game. Should be very comfortable with UE 5.x C++, replication, and writing data-driven gameplay using TInstancedStruct-based composition. Should not be married to GAS — we're not using it.

What they ship

Network Engineer

Owns the server-authoritative model and fog-gated replication. The single most load-bearing technical role in the project — this game does not work without tight, scalable replication.

What they ship

UI / UX Engineer

The path-drawing UI is the most novel surface in the game. UMG plus a strong design instinct for at-a-glance information density. This person owns the player's whole moment-to-moment readability of the board — a hard problem on a 12-player marathon map.

AI Engineer

Owns the AI from M15 onward. Will need a strategic layer (where to expand, when to attack) and a tactical layer (path drawing, weight tuning, leader use). Difficulty tiers are part of the role — the easy tier should lose gracefully, not embarrassingly.

Game Designer (Combat / Balance)

Owns the stat curves, leader kits, and the balance feedback loop with the engineering team. Strong spreadsheet + telemetry instincts. Should be comfortable hand-tuning numbers and reading match data to refine them.

Technical Artist

Owns the visual language of the board: hex tile materials per state (owned, level indicators, HP pool damage), leader VFX, ability flashes, performance budget on mid-spec hardware. This person is the bridge between art and engineering.

What We're Not Hiring (Yet)

How to Apply / Engage

Pre-production stage. We're not running a formal hiring pipeline yet — this page exists so the people we talk to informally have something to read. If you've found this site and want to discuss a role, the right move is to reach out to whoever shared it with you, or read the rest of the docs first and form an opinion of where you'd contribute.