If you are passionate about building complex sandbox simulation games and would be excited to contribute to projects such as Space Engineers and Space Engineers 2, we would love to hear from you.
You may have looked through our open positions and not found the right fit for your experience. Even if we do not currently have a suitable role available, feel free to send us your English CV/resume and we will keep it on file for future opportunities.
At Keen Software House, we focus almost exclusively on hiring experienced professionals from the video game industry. We do not hire junior candidates and are generally looking for senior-level specialists with a proven track record of shipping successful games and delivering results in professional game development environments.
ProgrammingOur engineering teams are divided into Gameplay, Rendering, Engine, and Tools/UI development. We primarily use C# and our proprietary VRAGE3 engine.
We are typically looking for programmers who:
Have several years of professional experience in the game industry
Have worked on PC and/or console games
Have strong C# development experience
Have experience working with custom game engines
Have contributed to the development of game engine technology and systems
For Game Design roles, the strongest candidates usually combine extensive professional game development experience with a deep understanding of Space Engineers. Active players of Space Engineers who genuinely understand the game, its systems, and its community tend to be the most successful in our hiring process.
QAAs with all other departments at Keen Software House, we generally look for candidates with prior experience in the video game industry. Previous game testing or game development experience is typically a requirement for QA positions.
ArtOur Art department includes:
- 3D Art
- Character Art
- Animation
- 2D/UI Art
- Concept Art
- Video Creation
Our artists commonly work with tools such as:
- 3ds Max
- ZBrush
- Photoshop
- Figma
- Illustrator
- Replay Tool
As with all other departments, we primarily look for experienced game industry professionals with a strong portfolio demonstrating work on shipped video game projects.
Remote WorkAlthough our headquarters are located in Prague, Czech Republic, our team works fully remotely from many different countries around the world.
However, we are generally only able to consider candidates whose time zones allow for a reasonable overlap with Central European Time (CET), enabling effective collaboration with the rest of the team.
General InformationIf your profile aligns with our future hiring needs, feel free to send us your resume so we can contact you in the future.
We are always interested in hearing from experienced game developers who enjoy solving difficult problems, taking ownership, pushing their craft forward, and helping us build the next generation of Space Engineers.
Please note that experience outside the video game industry is generally not sufficient for most of our roles.
Skills Required
- Submit English CV/resume
- Submit cover letter
What We Do
Keen Software House is an independent game development studio aiming to create games that are based on real science, real facts, real physics and real emotions. The company is mostly known for its popular titles, Space Engineers (released in October 2013 and sold 4 million copies) and Medieval Engineers (a sandbox game about engineering, construction and the maintenance of architectural works and mechanical equipment using medieval technology). The first titles that the studio developed are Miner Wars 2081 and Miner Wars Arena. In addition to their ongoing development of Space Engineers the studio develops its own in-house game engine, VRAGE, currently in the second version and its core feature is volumetricity of the environment. Space Engineers and Medieval Engineers are the first titles fully utilizing VRAGE 2.0. Keen Software House has two areas of interest: - independent game development: Space Engineers, Medieval Engineers, VRAGE engine OUR MISSION: We want to create games that are based on real science, real facts, real physics and real emotions. No magic & fantasy allowed. If we step into the sci-fi area - as we did with Space Engineers and Miner Wars 2081 - we approach it from the hard-sci-fi angle. Every technology and every idea must be explainable using modern-era knowledge with very little extrapolation required. In Medieval Engineers we hold on to historical accuracy as much as possible while not sacrificing fun, accessibility and intuitiveness. We want to use our games to promote science and to encourage creativity. We want to revive the interest in space exploration, physics, history and all STEM fields. We want players to learn new stuff while playing our games. We want to make our fans happy.
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