
Joyteractive · Poland
We are Joyteractive - a leading mobile game developer and publisher specializing in the captivating world of puzzle games. Today, our team boasts 60+ rockstar p...
We are Joyteractive - a leading mobile game developer and publisher specializing in the captivating world of puzzle games. Today,
our team boasts 60+ rockstar professionals, and we're on the lookout for talented individuals to help us dominate the world of
puzzles!
Our flagship game, Cryptogram: Word Brain Puzzle, consistently ranks in the top word puzzle games in the US:
🏆 #1 in the Cryptogram niche by downloads
✏️ #2-3 in Word Games
🧩 Top 10 Puzzle Games in the US for the last 6 months
We’re looking for an experienced Unity Developer AI to join our R&D team.
For which tasks (responsibilities)?
What kind of professional are we looking for?
Will be a plus
What are the conditions and bonuses?
🌴 18 business days of compensated day-offs
8 paid Personal Days a year + 1 day is added every year
👉 Flexible Public Holidays policy
❤️🩹 100% Sick Leave compensation
💻 Payment for wear and tear on equipment while using a personal computer
🌐 Remote work
We are Joyteractive - a leading mobile game developer and publisher specializing in the captivating world of puzzle games. Today, our team boasts 50+ rockstar professionals, and we're on the lookout for talented individuals to help us dominate the world of puzzles! Our flagship game, Cryptogram: Word Brain Puzzle, consistently ranks in the top word puzzle games in the US: 🏆 #1 in the Cryptogram niche by downloads ✏️ #2-3 in Word Games 🧩 Top 10 Puzzle Games in the US for the last 6 months We’re on the hunt for a skilled QA Engineer to join our R&D team. What are you working on? * Genres: Puzzle, Casual * Platforms: iOS, Android For which tasks (responsibilities)? * Perform manual functional and non-functional testing of mobile games * Requirements analysis * Evaluation of testing activities * Creation and support of test documentation * Providing reports on test results What kind of professional are we looking for? * From 2 years of experience in mobile games testing * Experience with Charles Proxy, ADB, Xcode, Android Studio * Understanding of Agile principles and software development and testing processes * Experience in testing purchases and subscriptions, advertising networks, experience working with advertising mediations * Writing documentation * Ability to quickly switch between tasks * Analytical and problem solving skills * Motivated, independent and goal-oriented team player * Experience in Unity * Russian language Will be a plus: * Experience using AI tools * Experience working in an R&D team What are the conditions and bonuses? For your success we offer: 🌴 18 business days of compensated day-offs 8 paid Personal Days a year + 1 day is added every year 👉 Flexible Public Holidays policy 🎓 Individual budget for training and growth ❤️🩹 100% Sick Leave compensation 💻 Payment for wear and tear on equipment while using a personal computer 🌐 Remote work
🚀 We are Joyteractive - a leading mobile game developer and publisher specializing in the captivating world of puzzle games. Today, our team boasts 80+ rock star professionals, and we're on the lookout for talented individuals to help us dominate the world of puzzles! 🔝 Our leader is Cryptogram: Word Brain Puzzle - #3 spot among all iOS/Android word games in the US. We're on the hunt for a skilled Senior UI/2D Artist to strengthen our RnD team. What are you working on? * Genres: Puzzle, Casual * Platforms: iOS, Android, Mobile For which tasks (responsibilities)? * Develop and design UI/UX for mobile games (iOS, Android), focusing on puzzle genre. * Use AI tools to speed up content production * Create simple graphic assets, including icons, logos, and other small-scale visual elements to complement the user interface. * Participate in the creation of a universal interface template for projects (standard screens, guidelines, design system) * Prepare and adapt graphic materials, including slicing for various devices and resolutions * Conduct market analysis, study competitive solutions, and implement best practices into products * Testing, as well as optimize user flows to improve conversion rates. * Collaborate with the product team and developers at all stages of product creation, participate in reviews and discussions * Maintain and support the design system, document processes, and establish interface design standards What kind of professional are we looking for? * Experience as a 2D UI/UX Artist for 3+ years with a focus on mobile games (casual, puzzles, hyper-casual) * Strong expertise in Figma * Deep understanding of UX/UI principles for mobile platforms * Strong analytical skills, understanding of key metrics, and the ability to apply them to improve UX * Knowledge of layout principles and interface adaptation for different devices and resolutions * Willingness to work in a fast-paced environment, initiative, independence in decision-making, and high-quality execution Will be a plus: * Experience with Unity * Experience with UI animations and VFX * Experience with other graphic packages * Knowledge of the basics of game design and the specifics of game interfaces What are the conditions and bonuses? For your success we offer: 🌴 18 business days of compensated day-offs 8 paid Personal Days a year + 1 day is added every year 👉 Flexible Public Holidays policy ❤️🩹 100% Sick Leave compensation 💻 Payment for wear and tear on equipment while using a personal computer 🌐 Remote work
OBJECTIVE Make AI adoption across the group's eight engineering organizations continuous and rhythmic: cascade each CTO's vision into their teams as working discipline, and move practices that already work in one company into the other seven. ABOUT THE PROJECT Neurons Lab runs a group-wide AI Adoption Program for a major iGaming client: a holding of six game studios plus central business functions, 10+ companies, ~800–1,000 employees. The program combines business-team enablement, engineering enablement, and custom AI for game production. This role owns the engineering enablement track exclusively — the direct counterpart of the AI Education/Engagement Manager, who owns business teams. It is a new role, additional to the squad's AI Architect on the game-dev track; it does not build game-production pilots. The engineering organizations span the full maturity range — from production agentic workflows, custom MCP servers and an AI-gateway rollout in the strongest companies, to teams writing their first specs. Every company keeps its own tools (Cursor / Claude Code / Codex — diversity is deliberate policy); this role transfers practices, not tools. Duration: ongoing, client-dedicated. Stage: start. KPIS * Diffusion (core): ≥2 practices packaged per month into reusable artifacts (playbook, spec template, skills repo, recorded demo); ≥3 cross-company transfers per month, each adopted by ≥2 further companies; ≤2 weeks from detection to group-wide availability * Adoption: ≥1 experiment per active team per sprint ("no empty sprints"); weekly-active AI usage ≥80% of engineers per active company (targets calibrated after 30-day baseline) * Outcomes: developer time savings vs baseline; PR throughput and lead-time trend (DX Core 4 / DORA); guardrail — change failure rate and rework must not rise as AI share grows * Rhythm: bi-weekly validation calls and monthly cross-company demo meets held on cadence; live one-page status board per company; CTO satisfaction ≥8/10 on a quarterly pulse AREAS OF RESPONSIBILITY * Inside each company: take the cascade load off the CTO — turn their vision into team-level discipline: specs, rules, review standards, reusable skills, onboarding of the next circle of engineers * Run the diffusion loop between companies: detect what already works in one team, validate direction and risks, package it into a reusable artifact, transfer it to the rest, measure against objective criteria * Operate the rhythm: bi-weekly validation calls with active teams (an empty sprint is a signal to reorganize, not to push harder), a monthly cross-company demo meet, a per-company status board, and a monthly steering sync with the group CTO * Teach teams to define objective, numeric success criteria for agentic work (loop engineering / hill-climbing against a metric) — the single biggest success factor for agents in production * Respect each company's protocols: work through the local CTO first (some CTOs require being the first point of contact for all technical topics), never around them * Triage needs that exceed enablement into scoped units — workshops (with the Head of AI Engineering), PoCs, deep-dive reviews — and hand them to the right Neurons Lab team * Feed the group-level gateway/attribution agenda: cost and error attribution per team and tool; collaborate with the cloud team on cost optimization and AWS credits/co-funding * Capture everything reusable in a group knowledge base; make wins visible to the CTOs and group leadership SKILLS * Hands-on daily fluency with agentic coding stacks: Claude Code, Cursor, Codex — including MCP servers, skills, sub-agents, and spec-driven development on real repositories * AI architecture: LLM gateways/proxies (LiteLLM / OpenRouter class), cost and error attribution, local-LLM trade-offs, in-region deployment patterns (e.g. Bedrock) * Engineering-leadership credibility at tech-lead / AI-architect / head-of-engineering level — able to review real code, pipelines and specs with senior engineers, not present slides * Facilitation of technical sessions: live demos, validation calls, hands-on workshops with real repos * Packaging: turning a working practice into an artifact another team adopts without the author in the room KNOWLEDGE * Engineering measurement in the AI era: DX Core 4 / DORA, AI-impact metrics, quality guardrails for AI-generated code * Adoption psychology for senior engineers — resistance among seniors is a named blocker in several of the client's companies * Game development / iGaming exposure (nice to have): game math, certification constraints, art/animation pipelines EXPERIENCE * Led AI adoption or platform/developer-enablement work in an engineering organization (20+ engineers), or equivalent tech-lead/head-of-engineering experience * Shipped agentic workflows to production; can show their own skills, MCP servers or spec repositories * Fluent English required; Russian and/or Ukrainian a strong plus — the client's teams communicate in both