Thursday, 30 June 2016

Now Hiring: Senior Back-End Programmer

Tiny Titan Studios is seeking an experienced back-end programmer to join our growing team. This individual will be responsible for working alongside the studio director and production teams in setting the bar of technical excellence for our games.

Duties of the position will include, but not be limited to:
  • Establishing impeccable code and programming standards for all Tiny Titan projects
  • Ensuring excellence in network performance and reliability for multiplayer projects
  • Participating in planning sessions and assessing code requirements for development sprints
  • Writing and maintaining reliable, reusable code for a variety of projects
  • Managing a small programming team, developing strategies and delegating tasks as required
  • Documenting code standards and practices for reference by team members and management
  • Concepting and developing tools to streamline development processes for teams from multiple disciplines
Requirements:
  • Minimum of three (3) years professional experience in a senior programming role
  • Adept at C/C++/C# programming languages 
  • Shipped at least two (2) mobile titles on iOS and Android platforms
  • Experienced full stack developer with front and back-end network knowledge
  • Thorough knowledge of and experience with Unity
  • Multiplayer game architecture experience with solid understanding of network protocols, client/server and peer-to-peer architecture
  • Demonstratable 3D math and graphics programming skills
  • Deep low-level knowledge of CPU and RAM functionality, optimizations, CPU pipeline, registers, intrinsics, cache lines, locality of reference and data-oriented design
  • Experience with Agile game development pipelines
  • Strong leadership and interpersonal skills
  • Excellent written and verbal communication skills
  • Passion and enthusiasm for video games, particularly retro and mobile gaming
  • Eligible to work in Ontario, Canada, on-site at our London offices
Think you've got what it takes? Apply with a current CV by email: jobs@tinytitanstudios.com!

Tuesday, 28 June 2016

Dash Quest: A Look Ahead, Part 2

Welcome back, dashers!

In our last blog update, we spent some time talking about our plans to better optimize your Dash Quest experience. This time, we'd like to focus on a subject that's become very near and dear to our hearts recently, the Daily Dungeon feature.

Dungeon Crawling: Designs, Updates, Enemies and Loot

Sunken Temple will be getting a facelift in the near future.
We introduced our Daily Dungeon feature about a month and a half ago, and it's such a natural fit for Dash Quest that it's already a little hard for us to believe that it wasn't always there. Your support of our efforts has been nothing short of extraordinary; players seem to love the feature, and it's incredibly fun for us to support. We wanted something that would help encourage players to return to the game each day, and we want to continue trying to make these Dungeons exciting, unique pieces of the Dash Quest experience.

With our recent additions to the rotation of this daily feature, the Desert Ruins and Ice Cavern, we realized that we were capable of hitting a higher design standard on these experiences. By doing this, we can help further differentiate them from the core "Classic Mode" gameplay and offer new and veteran players alike some new twists and approaches to help keep all of you on your toes. You can not only expect new Dungeon themes going forward to carry similar design sensibilities, but we'll be revisiting our original trio of Dungeons - Catacombs, Sunken Temple, and Lava Forge - to better align with those that have been released since.

What other surprises can you expect? We've been working on modifying our level system to allow us greater flexibility in adding in unique events and rare occurrences; you'll not only start to see more dynamic stages in the Daily Dungeon but possibly other modes as well. We also want to start introducing some new boss monsters and monster encounters in Dungeon modes to keep things interesting for all of you. There's even been some talk of doing Dungeons with multiple difficulty levels. We want to create more dynamic enemies and more interesting rewards for defeating them, and we're laying the groundwork for that now.

We know that many of you have run across bugs or other issues related to your particular Dungeon attempts. We also know that many of you have feedback on what works well and what doesn't. We're continuing to investigate issues as we run across them and will make every effort to provide appropriate fixes as we're revisiting the feature. If we see an opportunity to make this feature better, we're open to making changes if they're deemed necessary.

What would you like to see in the Daily Dungeon? What do you enjoy about them? What could use some work? What's your cool idea to make them even more amazing? We'd love to hear your thoughts.

Be sure to check out our last entry on our performance changes, and keep an eye out for our next blog update regarding some big plans for our in-game UI!