Job Title: Project Manager – Software (Game Development)
Game Devlopment, Parody, Project Manager Management, Parody, Project ManagerLocation: Remote-first, sanity-second.
Compensation: Competitive with your will to live.
Hours: Flexible! (You’ll flex them around 2 AM bug reports.)
About Us:
At CrunchForge Studios™, we believe in pushing the boundaries of interactive storytelling — and of our employees’ cortisol levels. We’re currently working on a genre-defying open-world survival MMORPG deck-builder farming sim with soulslike fishing mechanics. Our last release was “mostly positive,” just like your feedback from leadership.
Job Description:
We’re looking for a Project Manager to act as the fragile duct tape between artists, developers, designers, and that one guy who won’t use Jira. You’ll be expected to maintain momentum, deliver on milestones, and gently guide the team through development cycles without actually having any authority to tell them “no.”
Key Responsibilities:
- Herd cats. Digital ones. Angry ones.
- Translate Producer-speak (“Q3 vertical slice”) into Dev-speak (“Oh god, it’s already Q3?!”).
- Schedule meetings about meetings, followed by status meetings to discuss the previous meetings.
- Create Gantt charts that everyone ignores but still ask you to update daily.
- Mitigate risk, scope creep, and whatever new game mechanic the Creative Director dreamed up mid-shower.
- Serve as the emotional sponge for a cross-functional team experiencing mutual burnout.
Qualifications:
- 5+ years of experience PM’ing projects that spiraled into feature jungles.
- Familiarity with Agile, Waterfall, and drowning.
- Proficiency in Jira, Trello, Confluence, and deciphering passive-aggressive Slack emojis.
- Strong ability to nod and take notes while upper management invents new deadlines during lunch.
- Bachelor’s degree or equivalent trauma.
Bonus if you:
- Know the difference between “MVP” and “everything we want in the game, immediately.”
- Can power through a build review while crying internally.
- Have experience managing remote teams across time zones, dimensions, and emotional states.
What We Offer:
- A creative, passionate team of visionaries, cynics, and people who just want the game to ship.
- Exposure to “cutting-edge” technologies and “innovative” tools (we mean spreadsheets).
- Unlimited PTO, which is adorable, because you’ll never use it.
- Equity — not in the game, but in the collective trauma of launch day.
- A real chance to make an impact… if the publisher doesn’t pivot mid-dev. Again.