Join Chai Time Games
Chai Time Games is making Project Trinity. The studio today is two founders, who also do the programming and the art, an intern, and a freelance composer. The current build is a prototype of the full game.
Project Trinity is a top-down 3D co-op action RPG set in Ancient India, around the 4th century CE. Buddhist, Jain, and Hindu traditions share the world. It is a class-based game: you play one of three authored heroes, Kshatriya, a warrior; Dhanur, an archer; or Sadhavi, a sage. Friends can join the campaign. Dungeons are for two players, and raids are for four.
We are building the game in Unity, with FishNet for co-op networking. All roles are remote, with India / IST timezone overlap. How to apply
Contracted Jobs
Freelance, contract, or milestone-based; open and flexible depending on the candidate. Each starts with the vertical slice / demo, with a path to full-game production.
Concept Artist & Illustrator
Shape the visual identity of Project Trinity across characters, environments, and cutscene illustrations.
- Engagement
- Freelance / Contract / Milestone-based (open and flexible depending on the candidate)
- Scope
- Starting with the vertical slice / demo, with a path to full-game production
- Location
- Remote (with India / IST timezone overlap)
- Level
- Mid to Senior (able to own the concept and illustration pipeline end to end)
Role Overview
We are looking for a Concept Artist & Illustrator to shape the visual identity of Project Trinity - a top-down 3D co-op action RPG set in Veetbharat, our reimagined 4th-century Ancient India where Buddhist, Jain, and Hindu traditions share the world.
Our visual direction is stylized and painterly / hand-painted, built for the instant readability of games like Hades and Windblown from a top-down camera angle.
What You Will Do
- Characters, Creatures & Gear: Design the playable cast, bosses, enemies, class-specific weapons, and class-specific armour sets.
- Environments, Architecture & Props: Design 4th-century Indian spaces and landmarks - forests, ancient ruins, islands, palace roads and courtyards, and underground shrine quarters - along with interactive gameplay and puzzle props.
- Cutscene Illustrations: Paint the illustrated cutscene slides used by our in-game sequence system to deliver story and character beats.
- Top-Down Readability: Design clear silhouettes, color hierarchy, and material callouts that read cleanly at a 30-45° top-down camera angle during fast co-op combat.
- 3D Handoff: Produce clean turnarounds, orthographic callout sheets, and material/lighting notes for our 3D Character and Environment Artists.
What We Are Looking For
- A strong portfolio demonstrating stylized, painterly / hand-painted concept work across both characters and environments.
- Comfort researching and drawing from historical 4th-century Indian art, architecture, textiles, arms, and iconography across Buddhist, Jain, and Hindu traditions - treating historical grounding as the default and mythological twists as deliberate choices.
- Strong understanding of silhouette, value grouping, and color coding for top-down action games.
- Ability to work independently, communicate clearly in a small team, and iterate from rough thumbnails to production-ready sheets.
Technical VFX Artist
Build combat, ability, and environmental effects and shaders directly in Unity.
- Engagement
- Freelance / Contract / Milestone-based (open and flexible depending on the candidate)
- Scope
- Starting with the vertical slice / demo, with a path to full-game production
- Location
- Remote (with India / IST timezone overlap)
- Level
- Mid to Senior (able to own real-time VFX and combat VFX shaders in Unity)
Role Overview
We are looking for a Technical VFX Artist to build our combat, ability, and environmental effects and shaders directly in Unity. Project Trinity is a fast, top-down co-op action RPG where up to 4 players and 20 enemies can share the screen - so every effect has to feel punchy while keeping the battlefield readable.
Our visual target is stylized and painterly / hand-painted, taking readability cues from Hades and Windblown.
What You Will Do
- Combat & Class Ability VFX: Author effects for weapon combos, Class Abilities, and Super Abilities across our playable heroes - projectile trails, area impacts, ground quakes, and ability telegraphs.
- Boss, Enemy & Puzzle VFX: Create effects for enemy telegraphs, boss attacks, glowing enemy states, shrine buffs, and co-op puzzle conduits.
- Custom Shaders: Build and maintain custom shaders in Unity for combat readability, status-effect feedback, interactable highlights, and foreground circular punch-through when the camera view of a player is obstructed.
- In-Engine Integration: Work directly in Unity to assemble particle systems, meshes, trails, materials, and prefabs that hook cleanly into gameplay timings and multiplayer state.
What We Are Looking For
- Proven experience authoring stylized real-time VFX and custom shaders in Unity (VFX Graph, Particle System / Shuriken, Shader Graph, and/or HLSL).
- Strong sense of timing, anticipation, impact frames, and dissipation for snappy top-down combat.
- Discipline around co-op visual clarity: making player attacks, teammate buffs, and enemy danger zones immediately distinguishable without cluttering the screen.
- Comfort profiling and keeping overdraw and shader cost within budget for up to 4 players and 20 active enemies.
UI/UX Artist
Design the UX flows and stylized 2D UI art, from combat HUD to progression grids.
- Engagement
- Freelance / Contract / Milestone-based (open and flexible depending on the candidate)
- Scope
- Starting with the vertical slice / demo, with a path to full-game production
- Location
- Remote (with India / IST timezone overlap)
- Level
- Mid to Senior (able to own UX flows and 2D UI art)
Role Overview
We are looking for a UI/UX Artist to design both the UX flows and the stylized 2D UI art for Project Trinity. The game blends snappy top-down co-op combat with tactile grid-based build-crafting and Sanskrit ruin puzzles set in 4th-century Ancient India.
What You Will Do
- UX Flows & Wireframing: Design clear, low-friction layouts for both keyboard & mouse and controllers, keeping combat HUD elements readable during 2-player and 4-player co-op encounters.
- Combat HUD & Co-op Feedback: Create HUD frames, health and boss bars, ability cooldown indicators, combat timing feedback, status-effect icons, and co-op puzzle buff indicators.
- Progression & Inventory Screens: Design the visual language and iconography for our core systems - class progression grids, weapon socket grids, armour sets, and trinket slots.
- Narrative & Puzzle Overlays: Design dialogue boxes, cutscene subtitle frames, and environmental inspection overlays for deciphering riddles on ancient ruins.
- Typography & Motifs: Shape a cohesive typographic and ornamental system inspired by Devanagari / Sanskrit calligraphy and 4th-century Indian temple, manuscript, and metalwork motifs, while keeping every screen sharp and legible.
What We Are Looking For
- A strong portfolio of stylized / hand-painted 2D game UI, iconography, and HUD/menu systems, alongside practical UX wireframing experience for action or RPG titles.
- Appreciation and eye for Indian typographic forms (Devanagari / Sanskrit-inspired lettering) paired with clean, modern game-UI legibility and accessibility.
- Experience designing for both controller navigation and mouse/keyboard interaction.
- Clean, well-organized asset delivery (sliced 9-patches, sprite atlases, states, and layout specs) ready for engineering handoff.
3D Environment Artist
Create modular 3D architecture, ruins, natural assets, and props for a painterly 4th-century India.
- Engagement
- Freelance / Contract / Milestone-based (open and flexible depending on the candidate)
- Scope
- Starting with the vertical slice / demo, with a path to full-game production
- Location
- Remote (with India / IST timezone overlap)
- Level
- Mid to Senior (able to own modular environment asset creation)
Role Overview
We are looking for a 3D Environment Artist to create modular 3D architecture, ruins, natural assets, and props for Project Trinity. The game is viewed from a top-down 30-45° perspective camera and follows a stylized, painterly / hand-painted art direction set in 4th-century Ancient India (Veetbharat). The references for the intended art style will be shared. 4th-century India was dominated by the Gupta Empire, in its golden days, with lots of colour, strong sunlight, etc.
This role focuses on delivering clean, game-ready 3D assets and textures; scene assembly and engine hookup are handled in-house.
What You Will Do
- Modular Architecture & Ruins: Model, sculpt, and texture modular environment kits grounded in 4th-century Indian architecture across Buddhist, Jain, and Hindu traditions - including ancient forest ruins, islands, palace approach roads, fortified courtyards, and hidden underground shrine quarters.
- Foliage, Terrain & Natural Elements: Create stylized trees, canopy foliage, rocks, cliffs, and water/lava edges that frame play spaces clearly from a top-down camera angle.
- Interactive & Puzzle Props: Build distinct, readable 3D props for gameplay and co-op puzzles - shrines, rope mechanisms, courtyard gates, secret passages, fire conduits, chests, and destructibles.
- Stylized Texturing: Author painterly / hand-painted textures and trim sheets that hold up at our top-down camera distance and keep ground planes uncluttered during combat.
- Work with LODs: Author up to 4 LOD levels for the assets, ready to be used by Unity for optimised integration.
What We Are Looking For
- A strong portfolio of stylized / hand-painted 3D environments and props (Blender, ZBrush, Substance Painter/Designer, 3DCoat, or equivalent).
- Some knowledge of Photoshop or similar software will greatly help.
- Ability to translate 2D concepts and historical 4th-century Indian architectural references into modular, reusable 3D pieces.
- Understanding of top-down readability: clean silhouettes, clear separation between walkable ground and walls/obstacles, and sensible polycounts and UV/texel density.
- Reliable delivery of clean meshes, pivots, naming conventions, and texture maps ready to drop into Unity.
3D Character Artist
Sculpt, retopologize, and texture heroes, enemies, bosses, armour sets, and weapons.
- Engagement
- Freelance / Contract / Milestone-based (open and flexible depending on the candidate)
- Scope
- Starting with the vertical slice / demo, with a path to full-game production
- Location
- Remote (with India / IST timezone overlap)
- Level
- Mid to Senior (able to own character, creature, and gear modeling/texturing)
Role Overview
We are looking for a 3D Character Artist to sculpt, retopologize, and texture the heroes, enemies, bosses, armour sets, and weapons of Project Trinity. Our style is stylized and painterly / hand-painted, designed so every character and enemy silhouette reads immediately from a top-down 30-45° camera angle.
Rigging and skinning are handled by our 3D Animator - your focus is producing deformation-ready 3D models and expressive hand-painted textures.
What You Will Do
- Playable Heroes: Create 3D character models for our fixed, authored protagonists across the demo slice and the full game.
- Bosses, Enemies & Creatures: Model and texture bosses, enemy units, and creatures, giving each archetype a distinct silhouette for combat clarity.
- Armour Sets & Weapons: Build class-specific weapons and interchangeable class-specific armour sets and cosmetic variations.
- Clean Topology for Animation: Deliver clean, animation-friendly topology and edge loops around joints, drapery, and armour pieces so our 3D Animator can rig and skin them smoothly.
What We Are Looking For
- A strong portfolio of stylized / hand-painted 3D characters, creatures, and weapons for games.
- Eye for bold proportions, color blocking, and silhouette readability from a top-down perspective (think Hades or Windblown).
- Sensitivity to 4th-century Indian attire, drapery, jewelry, armour, and weaponry across Buddhist, Jain, and Hindu cultural traditions.
- Solid technical fundamentals in high-to-low poly baking, UV packing, hand-painted/stylized texturing, and deformation-ready topology.
3D Gameplay Animator & Rigger
Own rigging, hand-keyed combat animation, and Unity Animator setup for snappy action combat.
- Engagement
- Freelance / Contract / Milestone-based (open and flexible depending on the candidate)
- Scope
- Starting with the vertical slice / demo, with a path to full-game production
- Location
- Remote (with India / IST timezone overlap)
- Level
- Mid to Senior (owns rigging, combat animation, and Unity Animator setup)
Role Overview
We are looking for a 3D Gameplay Animator & Rigger who loves snappy, responsive action-combat feel. In Project Trinity, class identity comes from weapon feel, animation, and timing rather than traditional MMO roles - Dhanur is nimble and rhythmic; Kshatriya is heavy, deliberate, and explosive.
You will own rigging and skinning, hand-keyed gameplay animation, and setting up animations in Unity.
What You Will Do
- Rigging & Skinning: Build clean, animator-friendly rigs and skin weights for playable heroes, enemies, creatures, bosses, and weapons received from our 3D Character Artist.
- Hero Movement & Combat Kits: Animate locomotion, sprints, directional dashes, light/heavy weapon combo chains, Class Abilities, and Super Abilities.
- Class Input Mechanics: Support our signature class input systems - rhythm-timed ranged attacks and button-mash scaling melee attacks - through clear visual poses and timing.
- Enemies & Bosses: Animate unmistakable attack telegraphs, hit reactions, knockbacks, and multi-phase boss movesets that read clearly from a 30-45° top-down camera.
- Unity Integration: Hook animations up directly in Unity - configuring Animator Controllers, blend trees, state transitions, and animation events for attack commits, projectile releases, and hitbox windows.
What We Are Looking For
- A strong reel showcasing snappy, weight-driven 3D combat and gameplay animation (anticipation, snappy active frames, and clear follow-through).
- Proven proficiency in rigging and skinning humanoid and creature characters, including cloth/armour secondary motion.
- Hands-on experience setting up Animator Controllers, blend trees, and animation events in Unity.
- Bonus: familiarity with Indian martial movement traditions (such as Kalaripayattu, Gatka, Mardani Khel, or Shastar Vidya) as inspiration for grounded weapon handling.
Internships
Work closely with the founders, starting with the vertical slice / demo, with a path to a longer-term role.
Narrative & Community Intern
Write lore and ruin riddles, and help grow the Chai Time Games community on Discord.
- Engagement
- Internship
- Scope
- Starting with the vertical slice / demo, with a path to a longer-term role
- Location
- Remote (with India / IST timezone overlap)
- Level
- Intern (working closely with the founders on lore/puzzle writing and community management)
Role Overview
We are looking for a Narrative & Community Intern who is deeply curious about Ancient Indian history, philosophy, and literature, and who is excited to help build an engaged player community around a world worth exploring.
In Project Trinity, the world of Veetbharat (4th-century CE India across Buddhist, Jain, and Hindu traditions) is built out both inside the game - through ancient ruins and riddles - and outside the game through our ongoing VeetBharat lore series and community channels.
What You Will Do
- The VeetBharat Lore Series: Research and write chapters of the VeetBharat blog series - first-person travelogues and historical-mythological narratives set in 4th-century India that lay the foundation for the game's world.
- Ruin Riddles & Environmental Lore: Author inscriptions and cooperative riddles found on ancient ruins in the game, drawing on Sanskrit and Prakrit literary traditions, epigraphy, and Buddhist, Jain, and Hindu thought without religious favoritism.
- Discord & Community Management: Help run and grow the Chai Time Games Discord server - welcoming players, sharing lore drops and studio updates, running community riddles/events, and keeping conversations thoughtful and constructive.
- Studio Announcements: Draft clear, engaging announcements and community updates as we move from prototype through our vertical slice and beyond.
What We Are Looking For
- Strong English creative and narrative writing samples, with a natural voice for historical fiction, travelogues, and poetic riddles.
- Grounded knowledge of (or strong research fluency in) Ancient Indian history (especially the Gupta / 4th-century era), Buddhist, Jain, and Hindu traditions, and Sanskrit/Indology references.
- Familiarity with Discord and online game or fandom communities, and enthusiasm for building one from the ground up.
- Care for historical and cultural nuance: treating history as the ground of the setting and approaching all traditions with respect and curiosity.
Gameplay Programming Intern
Build combat, class mechanics, enemy AI, co-op puzzles, and progression systems in Unity.
- Engagement
- Internship
- Scope
- Starting with the vertical slice / demo, with a path to a longer-term role
- Location
- Remote (with India / IST timezone overlap)
- Level
- Intern (Unity C# generalist focused on gameplay and combat systems)
Role Overview
We are looking for a Gameplay Programming Intern with a strong foundation in Unity (C#) and a focus on gameplay and combat systems to help build Project Trinity. You will work closely with the founders on snappy top-down action combat, class-specific input mechanics, co-op puzzle encounters, enemy and boss behaviours, and our grid-based progression systems.
The game uses FishNet for co-op networking; prior multiplayer experience is a welcome bonus, not a requirement, provided your C# fundamentals and gameplay math are solid.
What You Will Do
- Combat & Class Systems: Build and iterate on responsive player movement, branching light/heavy weapon combo graphs, Class and Super Abilities, and class-specific input mechanics.
- Enemies, Bosses & Status Effects: Implement enemy AI behaviours, multi-phase boss encounters, and our multiplayer-compatible status effect and buff system.
- Co-op Puzzle & Encounter Mechanics: Build interactive world and puzzle systems - enemy-dropped offerings, shrine buffs, cooperative ropeset puzzles, and buff-swapping conduits across split rooms.
- Progression & Gear Systems: Help build our grid-based character progression system, directional and conditional socketables, weapon socket grids, and gear/trinket modifiers.
- Clean, Network-Aware Code: Write modular, maintainable C# in Unity that plays cleanly with our FishNet co-op architecture and designer-facing data/prefabs.
What We Are Looking For
- Strong projects or coursework in Unity (C#) building real-time gameplay, combat, character controllers, or AI systems - ideally in action, hack-and-slash, or RPG genres.
- Solid 3D vector math, state-machine design, input buffering/timing feel, and clean data-driven architecture (ScriptableObjects, events, and modular components).
- Comfort working in a small, fast-moving team directly alongside the founders, profiling your code, and iterating on game feel.
- Bonus: Experience with FishNet (or Mirror/Netcode for GameObjects), Shader Graph/HLSL, or custom Unity Editor tooling.
How to Apply
- Email shanky@chaitime.games with the subject
Application: <Role>. Include a short introduction and links to your portfolio, reel, writing samples, GitHub, or CV, whichever fits the role. - Join the Trinity Discord, so we can reach you and you can follow along with development. During Discord Onboarding, make sure to select the "Interested in Working with you" option.