Applications for this position are now closed.
We’re Failbetter Games, makers of Sunless Skies, Sunless Sea and Fallen London. We’re known for inventive narrative design and rich, atmospheric storytelling.
We’re looking for an experienced writer and narrative designer to join our award-winning in-house writing team.
Duties of this role include:
Pitching story arcs and contributing to content planning
Writing a wider range of content than the typical game franchise allows
Using mechanics to support story, themes, and the desired play experience
Implementing stories using ink, and also sometimes other in-house tools
Offering feedback on work by other writers and participating in writer’s rooms
Providing visual briefs for artists
What ‘Writer’ Means Here
Failbetter’s games feature dense, dynamic stories where the player’s choices can significantly shape outcomes. You would be writing dialogue, screenplay-style direction, and incidental text for a project in a new fantasy setting that has an extensive written narrative and is tonally somewhat gentler than our past work. We’d also look for you to both offer and receive feedback on theme, tone, and characterisation.
We aim to tell stories that are fundamentally truthful, and that respect the variety and dignity of human experience.
What ‘Narrative Content Designer’ Means Here
Unlike some narrative designer roles, this position does not require scripting, 3D level design, voice-over directing, or proficiency with a game engine such as Unity or Unreal. We will be working with Unity, but we can train you on the ways you’ll need to use it, and it will not be the primary focus of your work.
However, we are seeking someone who is interested in using mechanics as well as dialogue and art to tell stories. In our games, every narrative beat affects world state. We use mechanics to communicate risk, sacrifice, character development, and even the surrounding culture.
You’d be working alongside narrative systems designers who have laid the groundwork for our projects, but we’ll look to you to apply those systems effectively in your areas of the game.
What We Can Offer
We have a very experienced, very collaborative writing team. We talk a lot about what we’re doing, how, and why. We celebrate each other’s successes. We’d love to learn what you have to teach and to share our knowledge with you.
Failbetter is committed to offering employees a safe, respectful environment, a healthy work-life balance, and transparent decision-making. We make our games without crunch and enthusiastically eliminate systemic sources of overtime. We don’t talk over one another in meetings, and we don’t expect all our employees to share the same hobbies and cultural references. We won GameIndustry.biz’s Best Places to Work award in 2019, 2020, and 2021.
Further benefits of working here include:
One “silent” day a week, to work free of meetings or Slack interruptions
Employer pension contributions
Twenty-five days of leave in addition to UK public holidays
Free games from our friends in the industry
Optional multiplayer gaming and virtual hangouts
Periodic consultations in which we invite subject matter experts to teach us about topics relevant to our work
The entire company is remote, and we expect to remain that way.
We’re based in the UK but you don’t have to be, provided you can work our core hours: 11:00 to 16:00, UK time.
We typically find that this arrangement works best for people who live no more than three time zones away from the UK. If you think your personal circumstances might make you an exception, please explain why in your cover letter.
We pay London salaries; whether that works in your favour will depend on your location. In particular, this frequently means that our positions are not a good fit for people working from the United States, due to the differences in cost of living and health care.
Requirements (and Non-Essential Extras)
You don’t need a particular degree, or an arbitrary number of years’ experience or shipped titles to work for us. As long as you’re able to do the job well and can demonstrate that in your application, we’d love to hear from you.
Any of the following would be helpful, but they’re very much secondary and not required for you to apply:
Pre-existing familiarity with Fallen London
Comfort with game genres where the player reads a fair amount of on-screen text
Experience writing for interactive forms that go beyond branching narrative
Experience leading a team and managing staff
If you have a life experience or perspective that is not typically represented in video games, please feel free to tell us about that in your application as well.