SIMS 4 COMMUNITY MANAGER

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TYPE OF WORK

Part Time

SALARY

500

HOURS PER WEEK

20

DATE UPDATED

Sep 16, 2026

JOB OVERVIEW

SIMS 4 COMMUNITY MANAGER — NIMALUSIMS

Remote · Part-time · Up to $500 USD per month
Apply at ---------- — do not DM, apply through the portal

THE BASICS
Hours: 20 hours per week
Pay: Up to $500 USD per month, depending on experience
Paid on: The 5th and the 20th of each month. Partial periods are prorated.
Location: Fully remote, work from wherever you are
Reports to: The founder, directly
Must have: The Sims 4 on PC — not console
Start: ASAP

THE SHORT VERSION
You already play The Sims 4 on PC, not console. You know why a .ts4script has to sit near the top of the Mods folder and what happens on patch day. You've managed communities before and you've posted across multiple platforms.

You won't be on camera. You will be in the game most days: testing mods before they go out, shooting the screenshots we release them with in GShade, looking after the people who pay for this, and getting the work in front of everyone who hasn't found it yet.

WHO WE ARE
NimaluSims is a custom content and script mod studio for The Sims 4.

We build things that don't exist anywhere else in the modding scene. Recent releases include a Holy Bible object with 110 hand-made covers in English and Simlish, a group Bible study system that gathers multiple Sims around a reader and gets them studying together, narrative choice cards that interrupt a quiet moment and ask the player what their Sim does next, plus faith traits, aspirations, lot traits and custom scenarios.

Everything ships base-game compatible. No pack dependencies unless there's no way around it, because a mod that needs four expansion packs isn't a mod most people can play.

WHY THIS ROLE EXISTS
Right now one person builds the mods, looks after 49K+ patrons, writes every post, answers every install question, takes the screenshots and handles the re-uploads. That worked at a smaller size and it doesn't any more.

Patrons are the ones paying for this to exist, and they should never be the ones waiting longest for a reply. That's the first thing we want fixed.

WHAT YOU'D OWN

1. PATREON MEMBERS — THIS IS THE PRIORITY
This comes before everything else on the list.

Patrons pay every month and they should feel looked after every month. You'd own their experience end to end: welcoming new patrons, making sure they can find and install what they paid for, answering their questions first and fastest, checking tier access is actually working, and telling us when someone is about to cancel and why.

If a patron is stuck, nothing else on this list matters that day.

2. GETTING THE WORK FOUND
Our mods need to exist where Simmers actually look for them. You'd create and maintain our listings on CurseForge, The Sims Resource and Pinterest — writing the descriptions, uploading the images, tagging properly, and keeping versions current when a mod updates.

A mod nobody can find is a mod nobody downloads.

3. POSTING EVERYWHERE ELSE
Publishing and scheduling across Patreon, Skool, Tumblr, Ko-fi, Pinterest, TikTok, YouTube, Facebook, Instagram, X and Threads.

You'd write the copy, adapt each post to the platform it's going on, and keep the schedule moving. Video production stays in-house — you're publishing and captioning it, not filming it.

4. TESTING AND SCREENSHOTS
You play every mod before it ships, in a real save, with your own mods loaded — that's where the conflicts show up. Then you shoot the promotional images in GShade and edit them for the release.

5. ----------
Moderating it, keeping it warm, welcoming people in, and making sure nobody's question sits unanswered overnight. We'd rather be the small community where you always get an answer than the big one where you don't.

6. DOCUMENTATION AND SUPPORT
Release notes, install guides and troubleshooting a player can follow without knowing what tuning is. Then answering the same install question for the fortieth time as patiently as the first — most people who say a mod is broken have script mods switched off, or XML Injector missing, or a .ts4script buried four folders deep.

7. BUG TRIAGE
Reproduce it, collect the lastException.txt, narrow down which mod and which interaction, and write it up properly. A good bug report from you saves the developer an hour.

8. TRANSLATIONS AND RE-UPLOADS
Coordinating community translators and keeping the string tables straight — including leaving the {0.SimFirstName} tokens intact, because a translation that strips those breaks every notification in that language.

And watching the file-dump sites. When our mods get copied around, players end up on old broken versions and we get the bug reports for a file we can no longer fix.

WHAT A WEEK ACTUALLY LOOKS LIKE
Every day — Patreon first: new patrons welcomed, patron questions answered, access problems fixed. Then ---------- . Then whatever came in overnight everywhere else.

Release weeks — Get the build early, play it, try to break it. Shoot and edit the screenshots. Draft the Patreon post, the ---------- announcement, the install notes and the platform posts. Get the listings up on CurseForge, TSR, Tumblr and the other platforms. Publish and watch the first hour closely.

Patch weeks — EA pushes an update and something breaks. Reports arrive in different words describing the same fault. You reproduce it, collect the exception file, write it up for the developer, and post the honest holding message so nobody thinks they've been abandoned.

Ongoing — Keep the posting schedule moving. Keep listings current. Coordinate translators. Tell us what the community keeps asking for that we haven't built.

WHAT SUCCESS LOOKS LIKE
By day 30 — Patrons are getting same-day answers. You're handling most of ---------- without asking. You've shipped screenshots for a release.

By day 60 — Our mods are listed and current on CurseForge, TSR, Pinterest and the other platforms. Posts go out on schedule across every platform without being chased. Bug reports reaching the developer are clean and reproducible.

By day 90 — You own the community rhythm. Patron questions don't reach the founder. You're telling us what to build next because you hear it before we do.

HOW WE'D WORK TOGETHER
You draft, and posts go out once they're approved. The voice and the aesthetic matter, so we'd rather get that right together early than hand it over cold. As you settle in and the voice becomes second nature, that gets looser.

You'll have direct access to the founder. Small team, no layers, fast answers.

WHAT YOU NEED
• You love this game. Not "I've played it." You have opinions about the packs, you follow creators, and your Mods folder is bigger than you'd admit out loud.
• The Sims 4 installed on your own PC, with the packs you own. This job can't be done on a borrowed machine or a console.
• GShade, installed and running. You'll use it to test mods and shoot every release image. This one isn't negotiable.
• A computer that can run all of it — a heavily modded game with a shader on top.
• Photoshop and Canva. Editing screenshots and building the graphics that go out with every release.
• You've managed a paying membership before — Patreon, Ko-fi, Skool, a subscription community, anything where people pay monthly and expect to be looked after.
• You can run a multi-platform posting schedule without being chased, and adapt one piece of news to eleven different places.
• You can explain a technical thing simply. Walking someone through enabling script mods who has never opened their Mods folder is most of this job.
• You write clearly and warmly in English. Nearly everything you produce here is writing.
• You're comfortable representing any kind of mods community and speaking in its voice.

WHAT WOULD MAKE YOU STAND OUT
Having published on CurseForge or The Sims Resource yourself. Experience running a Patreon from the creator side. A scheduling tool you're fast with. Basic Sims 4 Studio. A second language. Having handled a DMCA or re-upload takedown. Your own Sims content, however small.

THIS PROBABLY ISN'T FOR YOU IF
• You've played The Sims 4 on console but not on PC.
• You want to be the face of a brand. You won't be on camera here.
• You've never used mods and were planning to learn on the job. The community will know.
• You need everything spelled out. A lot of this is noticing what needs doing before anyone asks.
• Repetition frustrates you. You'll answer the same three questions forever, and doing it warmly every time is the job.

HOW TO APPLY
Send:
1. A community or membership you've run, and what it looked like when you started
2. Your Sims 4 setup — roughly how many mods you run, which creators you follow, and your PC specs
3. Three screenshots you've taken yourself in-game with GShade. If you've edited them, or made a graphic out of one in Photoshop or Canva, send that too — we want to see your eye.
4. A short task: pick any mod by any creator and write the release post you'd publish for it. 150 words. We want to see how you explain a technical thing to a player who just wants it to work.

WHAT HAPPENS NEXT
We read every application, and the task carries more weight than the CV. If it's a fit, there's one call — a conversation about the game and the community, not a quiz — and we'll ask for a short Loom video walking through your Mods folder, your graphics work and what you know about The Sims 4. We'll tell you either way.

Apply via ---------- — do not DM, apply through the portal.

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