Winnitude! Software — Custom Software & Game Development
WORK AT WINNITUDE!
Help us make better software.
We make software and games with people who notice details, challenge decisions and take ownership of the experience they create. Bring your judgment, curiosity and craft to a team that puts them to work.
VANCOUVER ROOTS / REMOTE COLLABORATION / HUMAN AUTHORSHIP
THE WORK IS THE POINT
Make products people want to use.
We care about how a product feels to use, how well it works, and how someone feels when they put it down. The whole experience matters: finding the right control, recovering from a mistake, finishing the job, or getting lost in a game for a while.
Our idea of humane interface design starts with common sense. If an object looks movable, you should be able to move it. If a familiar action seems like it ought to work, the interface should meet that expectation. A computer should leave room for your imagination, rather than train you to stop expecting things from it. Clear feedback and dependable behavior make that freedom useful.
Games can offer happiness, escape and a place to belong. Tools can make a difficult working day easier. A client’s problem may come from software, a construction workflow, a creative trade or an industry we have to learn about together. Our contract work has always crossed disciplines, industries and crafts; the same heart runs through it all.
We put the wellbeing of our staff and the future of the products ahead of looking successful for an afternoon. Cash flow matters because it supports people and useful work—not because the company needs to become its own most important product. We invest in the tools, working conditions and time people need to deliver good work. We will not trade people’s futures or a product’s health for a polished image, inside or outside the studio.
OUR GUIDING PHILOSOPHY
Build around the person using it.
We call our approach Humanist Design: useful controls, consistent behavior and systems people can understand through use. A document should remain the same object across its views; a reasonable action should have a reasonable result. Powerful tools should make room for individual judgment and experimentation.
For our team, that means testing the complete experience, questioning arbitrary restrictions and keeping the small human decisions that give a product its character.
We are building a sustainable company around creative work. That means being clear about the practical things, as well as the things we believe.
01 / BASE PAY
Equal footing across disciplines.
We use common base-pay bands across disciplines at comparable seniority, benchmarked to the highest-paying role at that level. Owners and senior management receive that same base pay without a leadership premium or a separate negotiated package.
Individual negotiations, raises, progression and specialist arrangements remain available to staff and contractors. We discuss the role’s pay, scope and terms before work begins.
02 / CLOSE TO THE WORK
Everyone knows the build.
Our owners and management work hands-on with the games every day. Non-technical staff play daily milestones too, so conversations about the work begin with the experience of the person actually using it.
You should not have to translate every creative decision through a hierarchy of people who have never picked up the controls.
03 / AGENCY & ACCESS
Your perspective belongs in the room.
Staff and contractors have substantial ownership of how they carry out their work. Our creative meetings are open to anyone working on the games who wants to listen or contribute, digitally or in person when practical.
Responsibility includes the freedom to spot a better route, ask a difficult question and explain why a detail matters.
04 / CREATOR RIGHTS
Your contribution can have a life beyond us.
Our creator-first model is designed to give original creators an irrevocable, non-exclusive licence back to the work they make for us, including the ability to reuse, adapt and build upon it. Winnitude! keeps its own continuing rights to use the work; neither side can take the other’s agreed use away.
Both sides retain room to create. The written agreement defines the scope, including client-owned material, third-party rights and confidential information. It is a practical shared-use arrangement, rather than a promise that either party can override someone else’s rights.
WHO BELONGS HERE
Different paths into a shared craft.
We do not discriminate on protected grounds, and we do not treat criminal records, an unconventional background, neurotype, or a history of addiction, substance misuse or casual drug use as shorthand for someone’s ability or worth. You do not need to disclose your medical history or private life to make your case. Job-related responsibilities, safety and respectful conduct apply to everyone, with appropriate accommodation.
We look for the strongest overall contribution: demonstrated skill, dependable delivery, thoughtful collaboration and the less easily measured ways someone helps a team do better work. Understanding our philosophy and believing in the projects matters. Agreement with every decision does not. Sharp eyes, awkward questions and a useful nitpick can catch the thing the rest of us have looked at for too long.
We consider the continuity the role needs: seeing a contract through, or helping build a lasting team in a continuing position. That is about the scope, availability and commitments discussed with you—not assumptions about identity, health, family circumstances or background. We discuss concrete examples from your work and interview, and consider what you would add to the team rather than looking for someone like the people already here.
THE INTERVIEW / WHAT TO EXPECT
Discuss real work with the people making it.
We talk through your experience and use short, role-relevant questions or exercises. The process does not include days-long take-home projects or unpaid production work.
Before a session, we explain the task, expected time and permitted tools. A brief skills exercise may be completed without automated assistance so we can understand your own reasoning. That is different from production work, where our engineering policy allows AI assistance under human direction and review.
Any task-focused screen sharing is agreed in advance. Tell us about accessibility needs or practical constraints so we can arrange a suitable format. You will know who you are meeting and what the next stage involves.
We cannot interview every applicant. Candidates selected for interview receive a direct invitation and details of the next step. You can follow up through the contact form or careers@winnitude.ca.
APPLYING TO THE STUDIO
Show us the work you want to do.
Start with a message about the role, a portfolio or relevant examples, and your availability. We review the fit ourselves and contact candidates we would like to meet.
Our current public route is the contact form or careers@winnitude.ca. Tell us which role interests you and link work you can discuss. Do not send identity documents, banking information or other sensitive records.
We review relevant skills, judgment and collaboration rather than automatically rejecting people by résumé keywords. If we invite you to interview, we explain the format and next steps directly.
CURRENT OPENINGS / DIFFERENT PATHS WELCOME
Find your part in it.
The role titles describe the responsibilities we need filled. You do not need a conventional career path or every item on the ideal-candidate list. Show us relevant work and how you approach problems; we assess whether your demonstrated ability fits the role.
Remote collaboration is central to how we work. Tell us where you are, when you are available and the kind of working arrangement that fits. Location, hours and contract terms are discussed for each engagement.
01
ENGINEERING
Intermediate Software Developer — Lua
Contract · possibility of renewal
+
Make small games that teach us something. Build sample games, tutorials and in-house projects that put Platinum Game Creator through its paces—and help make the whole PlatinumSDK ecosystem better.
CAD $75,000 annualized contract rate · negotiable
We agree the contract’s term, hours, deliverables and payment schedule together before work starts.
The work
Build readable, enjoyable sample games and practical tutorials in Lua.
Use the editor as a creator: find snags, reproduce bugs and help turn awkward workflows into obvious ones.
Work with engineering, art and design to test new features in real projects.
Keep examples understandable, documented and useful to people learning the tools.
What you bring
Solid Lua experience and hands-on experience with a major game engine.
An eye for detail and a low tolerance for friction, inconsistent behavior and poor tool UX.
The ability to explain a problem clearly, own a task and carry it through testing.
Some Rust experience is helpful; curiosity about Bevy and engine internals is welcome.
In your application: Show us a game, tool, script collection or tutorial you can talk through. Tell us about one small tool behavior you would fix, and why.
Give characters weight, intention and personality. We need an animator who can produce strong, usable work on a tight schedule and collaborate comfortably across game and client pipelines.
Per-deliverable fee agreed against scope
Each work item has an agreed brief, fee, delivery date, acceptance criteria and revision scope before work begins.
The work
Create character animation for game production, from readable locomotion to expressive action.
Work primarily in Blender in-house, and exchange assets with contractors and clients using Maya.
Prepare clean, organized deliverables that fit an agreed rig, export workflow and review process.
Communicate early about timing, revisions and anything that puts a delivery at risk.
What you bring
A demo reel and proven experience delivering animation under tight deadlines.
Confidence in Blender; familiarity with Maya is strongly preferred.
An understanding of animation for real-time characters, transitions and game-engine integration.
Comfort working with established Maya-to-Unreal pipelines as well as our in-house tools.
In your application: A demo reel is required. Identify your contribution to collaborative work and include examples that show both motion quality and production reliability.
Keep a creative studio’s financial records accurate and useful. Bring order to the everyday financial work so the people making games and software can plan with a clear view of the business.
Contract rate and hours to be agreed
Scope, hours, reporting arrangements and rate will be agreed before engagement.
The work
Reconcile bank and card transactions and keep expenses and supporting records organized.
Maintain accounts payable and receivable, prepare invoices and follow up on outstanding items.
Support payroll and contractor-payment administration, working with management and our accounting advisers.
Prepare useful monthly summaries and keep records ready for tax, grant and reporting requirements.
What you bring
Practical bookkeeping experience, ideally with a small Canadian business or project-based studio.
Confidence with accounting software such as QuickBooks or Xero and a careful reconciliation process.
Working knowledge of Canadian sales-tax and payroll recordkeeping, with good judgment about when to involve an accountant.
Discretion with financial and personal information, reliable communication and attention to deadlines.
In your application: Tell us about the kinds of businesses you have supported, the systems you use and your availability for a part-time contract.
We know this matters to people. You should not have to wait for an interview to find out where we stand. We welcome technical progress while keeping authorship, requirements and creative judgment with the people making the work.
Engineering
Powerful tools. Human direction.
We encourage developers to use capable frontier AI agents where they help deliver good engineering. The requirements, design intent, testing, feel, tuning and configuration must still come from human minds and hands. An agent does not get to invent the product brief, redefine a ticket or make creative decisions on its own.
You remain responsible for the changes: understand them, review them, test them and make sure they meet our standards. A large amount of generated code is not a useful result if it adds friction, weakens stability or changes the feel of the game.
We believe the minutiae matter. A slight imperfection, a useful unintended behavior, a particular calculation, a carefully chosen value or a few milliseconds can communicate something—much as individual brushstrokes contribute to an oil painting. Human judgment decides what belongs, what needs fixing and what gives the work its character.
TELL US ABOUT YOUR WORK
Start a conversation.
Send a résumé, a note about why this role fits, and work you would like us to see. A cover letter is welcome; a clear message works too.
We review applications as people. We are interested in what you made, what you learned and how you work with others.
How we handle your application
We use your contact details, work samples and the information you choose to share to assess your interest in a role. Recruitment material is reviewed by authorized staff and handled privately.
Use our contact form to ask about access, correction or deletion, quoting your application reference. Do not include identity documents, banking details or other sensitive information. Any retention requirements applying to a hiring decision still apply.
Introduce yourself.
Use our contact form or email careers@winnitude.ca to tell us which role interests you, share work samples and describe your availability. A concise introduction is enough to start the conversation.