- 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.