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Moonwhisper Games — Indie Game Studio

Moonwhisper Games logo

Indie Game Studio · Est. 2026

Moonwhisper Games is an indie studio of developers, artists, and storytellers united by one purpose: a world that feels alive and rich. With over a decade of modding experience between us, we know this genre from the inside out: its magic, its frustrations, and everything players have always valued the most.


Building the MMO we always wanted to play

Currently in development

We're going back to the roots of traditional fantasy: the romanticism, the escapism, and the heroism baked into tales rooted in western legends.

The hunt for the Grail. The sword in the stone. The hero who rides into the unknown. We hope to achieve the sense of wonder that made those early fantasy settings unforgettable.

On old medieval maps, the phrase Here be Dragons was often written to describe the uncharted and the mystical, and we aim to follow that enchanting ideal.

Follow our progress

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Help us build something special

Unreal Engine 5 Developer Full-time Remote Applications closed Build the systems behind a persistent online world and own features end to end, from client UI to server code.

Unreal Engine 5 Developer

We're looking for an Unreal Engine 5 Developer to build the systems behind a persistent online world. You'll own features end to end, from the UI a player clicks to the server code that validates it, and work closely with design, art, and production as the world grows.

This role is deliberately full-stack. Whoever builds inventory builds all of it: the client UI, the RPCs, the server validation, the persistence, the replication. We don't split a feature between a "client person" and a "server person", and we're small enough that we can't hire one of each.

Responsibilities

  • Own gameplay features end to end: client presentation, RPCs, server validation, persistence, and replication.
  • Design and build server-authoritative systems where the client sends intents and predicts, and the server decides.
  • Build and maintain the data layer behind persistent systems, including schemas, transactions, and migrations you can run on a live game.
  • Profile and optimize on both sides, and tell a GPU problem from a game-thread problem from a hitch before you start changing code.
  • Read, review, and improve systems you didn't write.
  • Build editor tooling and workflows so designers and artists aren't waiting on an engineer.
  • Work with design leads and artists to align systems with the intended feel and with technical constraints.
  • Help set technical direction and standards as the codebase and team grow.

Minimum requirements

  • 2+ years of professional experience with Unreal Engine 5.
  • Strong C++. You're comfortable in a large codebase, you think about ownership, lifetime, and cost by default, and you can read someone else's system and improve it.
  • Deep Unreal experience: UObject lifetime and garbage collection knowledge, replication (properties vs. RPCs), hard vs. soft references (streaming / lazy loading data), modules & build targets and the cook pipeline.
  • Server-authoritative instinct. You understand why the client sends intents rather than results, why it predicts rather than decides, and what it costs to keep it that way while the game still feels responsive.
  • Profiling as a habit. You measure before you optimize, and you can explain what a profile actually told you.
  • Comfort with the layer you're not deepest in. A client-leaning engineer shouldn't be scared of SQL and transactions, and a server-leaning one should understand why the inventory screen can't be 200 live widgets.
  • You work well with designers and artists. A lot of this job is turning "it should feel like this" into systems and tools.
  • Clear written and spoken English communication skills.
  • Ability to work independently and as part of a remote, distributed team.
  • Comfortable giving and receiving feedback in a fast-moving, iterative environment.

Nice to have

Most engineers lean one way or the other. Track A is server-leaning, Track B is client-leaning. We don't expect anyone to check both columns, or even most of one. Tell us where you're strong.

Either track

  • Shipped or operated an MMO, persistent-world, or live-service game.
  • Editor tooling (Editor Utility Widgets, commandlets, validators).
  • Linux, containers, and CI/CD for game builds.
  • Engine source contributions.
  • Load testing at scale.

Track A (server)

  • Iris replication, or relevancy and replication-graph work.
  • Gameplay Ability System, or having built an equivalent from scratch.
  • PostgreSQL at production scale, including live migrations or similar.
  • Backend services in Go, C#, or Rust etc.
  • Message bus work (Redis, NATS) and gRPC.
  • Anti-cheat, exploit analysis, and live incident response.

Track B (client)

  • Modular character and equipment pipelines.
  • Animation depth (IK Rig, retargeting, animation budgeting).
  • Rendering-adjacent knowledge: material cost, PSO precaching, texture streaming, virtual textures, Nanite and Lumen tradeoffs.
  • World Partition and large-world streaming.
  • UMG and Slate beyond menus: CommonUI, virtualized lists, localization.
  • Enhanced Input, accessibility, and constrained-hardware budgeting.

What we offer

  • Building something new and unique with a great team of like-minded gamers.
  • A meaningful engineering role on an original IP, with real ownership over the systems you build.
  • Our team is spread across the globe, so we offer flexible working arrangements across time zones.
Applications closed
Art Director Full-time Remote Applications closed Own and elevate the visual identity of our new world, from first concept to launch.

Art Director

We're looking for an Art Director to own and elevate the visual identity of our new world. You'll set the creative vision, lead our artists and external collaborators, and partner closely with design, engineering, and production to deliver a cohesive, high-quality world from concept through to launch.

Responsibilities

  • Define and champion the overall art direction and visual style of the game.
  • Lead, mentor, and grow artists across disciplines such as concept, character, environment, UI, and VFX.
  • Establish and maintain art standards, pipelines, and style guides that keep the world consistent as it grows.
  • Collaborate with design leads and engineers to align art with gameplay and technical constraints.
  • Review work, give constructive feedback, and approve assets at key milestones.
  • Balance creative ambition with production realities, including scope, schedule, and platform requirements.
  • Partner with production to plan art workstreams, estimate effort, and manage outsourcing where needed.
  • Stay current with industry trends, tools, and techniques, and bring fresh ideas to the team.

Minimum requirements

  • 5+ years of professional experience in game art, with at least 2 years in an art lead or art director role.
  • A portfolio that demonstrates range, strong fundamentals, and a distinctive sense of visual style.
  • Deep understanding of the art production pipeline and real-time rendering constraints.
  • Proficiency with industry-standard tools such as Photoshop, Substance, and Blender or Maya, plus at least one game engine (Unreal preferably).
  • Excellent communication, leadership, and collaboration skills.
  • Clear written and spoken English communication skills.
  • Ability to work independently and as part of a remote, distributed team.
  • Comfortable giving and receiving feedback in a fast-moving, iterative environment.

Nice to have

  • Experience directing art for MMORPGs, RPGs, or other large open worlds.
  • A strong feel for western fantasy, with the ability to make familiar archetypes feel fresh.
  • Familiarity with technical art, shaders, or VFX.
  • Experience managing external art vendors or outsourcing partners.
  • A background in traditional art, illustration, or animation.
  • A genuine love of immersive online worlds and the communities that grow around them.

What we offer

  • Building something new and unique with a great team of like-minded gamers.
  • A meaningful creative role on an original IP, with real ownership over the look of the world.
  • Our team is spread across the globe, so we offer flexible working arrangements across time zones.
Applications closed
Concept Artist Part-time / Contract Remote Applications closed Turn our written lore into characters, creatures, and worlds the whole team can build from.

Concept Artist

We're looking for a Concept Artist to help define the visual identity of our new world. You'll design characters, creatures, environments, and props that turn written lore into images the whole team can build from, working closely with our art and design leads to deliver concepts that fit the world and the gameplay they serve.

Responsibilities

  • Create original concept art across characters, creatures, environments, architecture, props, and equipment.
  • Translate written lore and design briefs into clear, buildable visual designs.
  • Coordinate with the art lead and design team to deliver concepts to spec and on schedule.
  • Produce quick exploratory sketches and thumbnails, then iterate rapidly based on feedback.
  • Develop selected concepts into polished presentation pieces and production-ready reference sheets.
  • Help define and maintain a consistent visual direction and style language for the world.
  • Collaborate with 3D artists and other contributors to ensure concepts survive the trip into the game.

Minimum requirements

  • 3+ years of concept art experience for games, film, or equivalent media production.
  • A portfolio that demonstrates range, strong fundamentals in anatomy, form, and composition, and a distinctive voice.
  • Proficiency with industry-standard 2D tools such as Photoshop, Procreate, or equivalent.
  • Strong organizational skills and the ability to manage many tasks and revisions in parallel.
  • Clear written and spoken English communication skills.
  • Ability to work independently and as part of a remote, distributed team.
  • Comfortable taking direction, iterating on feedback, and meeting deadlines in a fast-moving environment.

Nice to have

  • Experience designing for MMORPGs, RPGs, or other large open worlds.
  • A strong feel for western fantasy, with the ability to make familiar archetypes feel fresh.
  • Experience designing non-human and stylized races, creatures, or fire and elemental effects.
  • Basic 3D skills (blockouts, paintovers, or kitbashing) are a bonus but not a requirement.
  • Familiarity with how concepts move through a production pipeline into engine (Unreal Engine preferably).
  • A genuine love of immersive online worlds and the communities that grow around them.

What we offer

  • Building something new and unique with a great team of like-minded gamers.
  • A meaningful creative role on an original IP, with real ownership over the look of the world.
  • Our team is spread across the globe, so we offer flexible working arrangements across time zones.
Applications closed
Composer (Music) Part-time / Contract Remote Applications closed Help us discover how our world should sound, to make it feel memorable and worth returning to.

Composer (Music)

We're looking for a Composer to help us discover how our world should sound. Music carries the soul of a place, and we want ours to deepen the stories the game tells, to make the world feel memorable and worth returning to. You'll write original music for exploration, combat, quiet towns, and memorable set-pieces, working closely with the team to deliver music that fits the moment and gives the narrative its voice.

Responsibilities

  • Compose original music across a range of styles and moods to support exploration, combat, towns, dungeons, cinematics, and key story beats.
  • Coordinate with the team to deliver music to spec and on schedule.
  • Produce high-quality in-progress mock-ups and iterate quickly based on feedback.
  • Edit, arrange, and adapt existing musical content into new formats and contexts as the game evolves.
  • Implement and help integrate music into the game, including syncing music to cinematics and gameplay events.
  • Help define and maintain the overall musical direction and a consistent sonic identity for the world.
  • Collaborate with external contributors as needed (orchestrators, session musicians, mixing/mastering).

Minimum requirements

  • 3+ years of composition experience for games, film, or equivalent media production.
  • A portfolio or reel that demonstrates range, strong fundamentals, and a distinctive voice.
  • Proficiency with at least one major DAW and one notation program.
  • Strong organizational skills and the ability to manage many tasks and revisions in parallel.
  • Clear written and spoken English communication skills.
  • Ability to work independently and as part of a remote, distributed team.
  • Comfortable taking direction, iterating on feedback, and meeting deadlines in a fast-moving environment.

Nice to have

  • Experience composing for MMORPGs, RPGs, or other large open worlds.
  • Familiarity with adaptive / interactive music and middleware such as Wwise or FMOD.
  • A strong feel for fantasy and orchestral, folk, or hybrid scoring.
  • Experience implementing music directly in a game engine is a bonus but not a requirement (Unreal Engine preferably).
  • A genuine love of immersive online worlds and the communities that grow around them.

What we offer

  • Building something new and unique with a great team of like-minded gamers.
  • A meaningful creative role on an original IP, with real ownership over the sound of the world.
  • Our team is spread across the globe, so we offer flexible working arrangements across time zones.
Applications closed

Let's talk

Whether you have a business proposal, want to join our team, or just want to say something nice, let's talk!