Full Time
$700 - $1000 (Portfolio Dependent)
40
Apr 15, 2026
Cocos Developer — Playable Ad Creative
We make mobile games and we're looking for a developer to join our creative production team. Your job isn't building games from scratch — it's taking proven concepts from our existing title and producing high volumes of polished, self-contained playable ads in Cocos Creator: new layouts, fresh mechanics, visual tweaks, and gameplay variations that we can test as ad content across networks.
It's output-focused work by nature, but the best person for this role will bring genuine creative instinct to every build — understanding what makes a playable hook a viewer in the first two seconds, keep them engaged, and drive an install.
What You'll Be Doing
Building and iterating playable ad experiences in Cocos Creator based on scenes and mechanics from our existing title
Producing multiple creative variants from a single brief — new layouts, camera angles, UI treatments, and gameplay twists
Keeping every build under the 5MB file size limit, using CLI tooling to audit, profile, and optimise assets, scripts, and bundles systematically
Optimising 3D assets in Blender — decimating meshes, reducing poly counts, and preparing game-ready models that look great without breaking the size budget
Writing clean, modular code that can be rapidly forked and varied without bloat accumulating across iterations
Using AI coding assistants (Claude Code or equivalent) as a core part of your workflow — not occasionally, but as standard practice for boilerplate, refactoring, and problem-solving
Pitching and executing your own original playable concepts — exhilarating, interactive
Working within an established codebase, reading and extending existing scripts confidently
What We're Looking For
Strong experience with Unity or Cocos Creator — if you know Unity well, Cocos is a short bridge and we'll support the transition
Demonstrated ability to use AI tools (Claude Code, Cursor, Copilot, etc.) as a genuine accelerant in your programming workflow — this is non-negotiable
Hands-on experience using CLI tools to analyse and reduce build sizes: understanding what's eating your budget, stripping unused assets, compressing textures, and hitting hard size targets
Solid Blender skills with a focus on optimisation — you should be comfortable taking a mesh and stripping it down to the leanest version that still holds up visually in a real-time context
Comfortable working inside an existing project and codebase rather than building from zero
A creative eye — you should be able to look at a mechanic and have ideas, not just wait to be told what to change
Self-directed and productive working remotely with minimal hand-holding
Comfortable with repetitive, output-focused work without letting quality slip
Nice to Have
Existing Cocos Creator experience and familiarity with its build pipeline
Familiarity with mobile playable ad formats and what makes interactive ad content perform
Experience optimising for ad network playable specs (Meta, AppLovin, etc.)
Basic video or screen capture skills for documenting and sharing build previews
Salary & Growth
Starting salary is based on experience and portfolio. We review performance after an initial period, and those who demonstrate strong output and creative initiative can expect salary progression — this is a role where the right person can grow quickly.
Hours
For the first week or so, we'll ask you to work UK hours (10am–6pm) during an induction period so we can get you set up properly and answer questions in real time. Once you're settled, you'll have much more flexibility to work hours that suit you.
To Apply
Share your portfolio — Cocos or Unity projects, playables, or anything that shows your work in action. Interactive demos are ideal, but video or GIF walkthroughs of scenes or effects are great too. Tell us briefly about a project where you had to work within someone else's existing codebase, and how you use AI tools day-to-day in your development workflow.