Spine 2D Animator For Metroidvania Game (Unity 2D)

Salary Unpaid

Who the heck is Paper Cutter Games?

We’re a young indie studio here to revolutionize the gaming industry by setting a new precedent for game design alongside intensive and continued collaboration with subject matter professionals. We’ve already been approved by StartUp Denmark to register here in Denmark, and are working in collaboration with Cektos Center for Metacognitive Therapy on our first game, which explores the theme of complex-PTSD. Both our Canadian founders have years of experience as entrepreneurs, and have been working on the studio since October 2020.

Get a feel for how we’re innovating at www.papercuttergames.com.  And don’t forget to check out our studio's ethos and our fabulous team. 

To learn more about our founders, Val and Korra, go here: https://drive.google.com/file/d/1HwDk8s2dfGMK8Wx1naGoCX4mDKf8v7bz/view?usp=sharing

With our development roots in Denmark, an extensive global network in the game industry, and potential for fast and dynamic scalability, our goal is to become one of the North Sea Region’s most notable game studios. 

To that end, we’re currently looking for an animator to help us produce our demo and show off our game to potential investors.


The Current Project

Meet Project Filter, a 2D adventure/platformer metroidvania. Imagine if Hollow Knight, GRIS, and Rain World had offspring: it might look something like Project Filter. In a nutshell, we explore the themes of complex-PTSD, perception, and perspective by integrating real psychological theories and concepts into our gameplay mechanics. Our storytelling is primarily through game and world design, narrative-informing mechanics, and shifts in the environment. You can read a bit more on our The Hub profile.

We’re looking for someone who wants in on the ground floor. We are wrapping up our technical prototype for Project Filter this month. Beginning in January, we’re diving into developing our demo! 


Qualifications

Key Skillset

🎮 Experience working with Unity2D.

👾 Experience working with Spine 2D.

🔱Experience working on game dev team.

🐉Someone who wants to stick around to help build an epic indie studio!


Extra Nice-to-haves

🚀Actually launched a game (extra points for Steam/GOG/PSN/XBL)

🦉 Knowledge of game subject matter

🧩 Experience with other aspects of game development

🦄 Previous start-up experience

💓 Passionate about collaborative development


We also want someone who...

  • Shares our studio’s ethos and has a genuine interest in exploring topics of social and psychological importance within games. 

  • Demonstrates flexibility: targets and priorities may change, deadlines may shift, and builds may break. All team members must be able to adapt to such situations and take charge where needed.

  • Is self-directed and can assign their own tasks and take initiative within their area of expertise.

  • Does not hesitate to alert the team to potential obstacles/problems, concerns, or personal situations that may impact work (e.g., if your kid keeps you up all night and you’re unsure you can function for a team meeting, tell us and take downtime). 

  • Wears the team-player’s hat: as a new startup, we need companions who want to contribute to the vision of the game.


We Value:

🏳️‍🌈❤️ Diversity (BIPOC, LGBTQIA, mental/physical disabilities) — You got it? We want it.

🌸 Wellbeing — We avoid overtime and burnout; without a healthy and functioning team, we have no game.

🙃 Fun — We don’t just want our players to have fun. We want to have fun! That’s why we all got into game dev.

🐋 Productivity — 4 hours of deep focus work > 8 hours of task switching, shallow work. We want to work hard and rest hard, not have our work take over our lives.


The Process

  1. Check out our website. Then apply through The Hub with your CV + cover letter + portfolio 

  2. We aim to respond within a week, regardless of the outcome. 

  3. Short written questionnaire + video demo of your favorite animation in Spine 2D. 

  4. 1st Interview: Online video call.

  5. (Potential) 2nd Interview: Online video call. 

Video demo: Send us a 2–3 min video clip in Spine showing off one of your animation projects, and discuss what you’re proud of and what you’d do differently. Clip must either include a voice over, or be accompanied by a written explanation. 


FAQs

Can I apply if I’m not in Copenhagen?

Heck yes! Our team is comprised of people from all over the world, and we don’t have a physical office at the moment, so being remote is norm at PCG. 


If I’m in Copenhagen, will we be meeting up in person?

Korra’s our Copenhagen resident, and she’d love to have the occasional in-person meeting, co-working day, or hangout.


Can I apply even though I don’t want a full-time position later on? 

You can, as we will want to grow our animation team once we have funding. If only part-time work is something you’d consider for the long term, just let us know. 


I already have a job. Can I still apply?

Sure! So long as you’d be able to jump on board in some capacity quite quickly. 


What should I include in my cover letter?

Tell us why you want to work with us and not elsewhere! This is your chance to share what you’re excited about, why you think we’d be a good match, and even what some of your favorite video games are. A bit about yourself and interests can help us get to know you better.


What’s the secret password I should include in my cover letter for bonus points?

“Paper crane”. Please put it at the beginning of your letter. 


What if you are denied funding?

At the end of January we are submitting applications to Det Danske Filminstitut (DFI), Moonrise Fund, and some additional game dev funds. We’re not gonna lie that getting this early funding is hella hard, but we do have industry contacts who are helping us polish our applications and showcase our game and ambitions. Worst case, we proceed with our revshare and retroactive payment agreements, and keep trudging along until we catch that cash.


An indie studio is going to be funded? How can I trust that there’ll be enough money to keep me on the project?

As a studio embracing transparency and loathing the idea of payment in “exposure”, we want you to get paid. Thus, all of our funding options spreadsheets and applications are available to our team members to peruse. We know how much money each fund can offer, what investors are looking for, and are constantly improving our pitches. As in any startup, we’d be lying to say there isn’t any risk involved. But our founders (Korra and Val) have been bootstrapping the studio since October 2020, our business plan was approved by StartUp Denmark (allowing us to register in Denmark in the first place), we’re collaborating with the Danish psychologists house Cektos, and we were selected for Accelerace’s Female Founders Mentoring Program. Since we also have valuable unique selling points that will make us stand out to investors and attract publishers, we’re going to do everything we can to at least produce the demo and use that to open many more doors to funding opportunities. 

For more information or questions please contact us at hello@papercuttergames.com

Perks and benefits

This job comes with several perks and benefits

Flexible working hours
Flexible working hours

Social gatherings
Social gatherings

Skill development
Skill development

Work life balance
Work life balance

Wellness
Wellness

Mental health support
Mental health support

See all 7 benefits

Working at
Paper Cutter Games

WHO ARE WE? As a studio that embraces diversity, Paper Cutter Games is dedicated to giving voice to people and issues that have historically been crushed or swept under the rug. We believe that our players deserve to feel seen. And this begins with opening doors that help us better understand our peers. One of our primary goals as a studio is to challenge stereotypes and the simplifications saturating the video game market. Our “international and diverse team” is a power-up we’re proud to keep equipped. WHAT ARE WE DOING, YOU ASK? Paper Cutter Games is an indie game development studio dedicated to achieving mass-market appeal through constructing compelling narratives supported by its game mechanics, UX/UI best practices, level design, and art. We thoughtfully and accurately explore complex themes through intensive and continued collaboration with subject matter professionals, and continue the conversation beyond the game by providing interested players with resources to learn more about the subject matter or get involved in related community projects. WHY ARE WE HERE? We solve 2 major problems facing the present video game industry: 1. Gameplay lacks cohesion with the narrative, breaking immersion, creating frustrating experiences, and leading to churn. 2. Complex themes (like mental health) are rarely tackled in an engaging and accurate way; when they are, the conversation ends when the credits roll. We also harness the 3 key factors to growth/success in the games industry (according to the International Game Developers Association): 1. Diversity in game content 2. Advanced game design 3. Innovative storytelling HOW ARE WE TACKLING THIS? Our first game is Project Filter (working title), and centers on the themes of mental health and complex post-traumatic stress disorder (cPTSD), perception, and healing from trauma. Since our main method for exploring this theme is using game mechanics rooted in metacognition, i.e., awareness and understanding of one’s own thought processes, Project Filter is being developed in collaboration with the Danish psychologist house Cektos Center for Metacognitive Therapy. This combination of themes and their in-depth exploration with licensed psychologists has never been done before. Our competition ignores this new and uncharted niche of providing narrative-informed gameplay with deep exploration of any mental health issue. The overarching goal of our startup is to become the proprietary eponym of this niche. Project Filter is the first of a franchise that will speak to our studio’s ethos and throw open the industry’s doors to diverse content and major advancements in narrative game design. Currently, our team is focused on developing our demo and securing additional investments. WHY ARE WE TAKING THIS RISK? Game development is a risky venture, but our team is passionate about art, video games, and pushing the envelope. We imagine a future where the game dev industry doesn't just welcome diversity and the exploration of complex (and sometimes uncomfortable) subject matter, but embraces them. This ideal, and our personal connections to the themes encompassed in Project Filter, drive us to see our studio succeed and become a top studio in Europe.

Read more about Paper Cutter Games

company gallery image