EU remote
Senior Producer
About this role
Senior Producer ScapeWorld Entertainment Remote. Our working day runs on CET, wherever you sit. Full time, on a long-term contract. Starting as soon as you can. Where you live while you do is up to you; the location field on this posting only fits one country, so please read this as the real rule and apply from wherever you are. About us We are Scape, a Swedish game studio of about 30 people, fully remote by choice. We are launching Scape on Steam Early Access later this year: a growing platform of multiplayer games where a player's identity carries across all of them.
The first game inside Scape is Gravity: a precision climbing game where 100 players share one server, one tower, and one long way down. Our senior team has shipped and run live games at studios including Arrowhead (Helldivers 2), Avalanche Studios, Epic and Ubisoft. Since we are a small team about to put our first game in front of players, we are looking for the person who holds the plan, the priorities and the team together while we do it.
If that sounds like you, we would love to meet. The role Let us start with the studio you would be joining. Around thirty people, fully remote, and a group of strong leads in design, art, engineering, QA, community and commercial who own their crafts and run their own teams. What we do not have is the person who looks across all of them at once, holds the plan they are all working to, and makes the day-to-day calls that keep it moving as one.
That is this role. It is the only production seat in the company, and it comes with real authority. You would work closely with the Creative Director. They own what the game is, set the direction and make the big bets. You own the plan that gets us there and the decisions inside it: scope, sequencing and trade-offs within a milestone are yours to make, and you decide which questions need to reach them and which do not.
They should be able to step back and know that things are being handled, because they are. In practice, it comes down to four things: You know how a game gets made. You can see what depends on what, where the effort really sits, and whether an estimate is going to hold. When a lead tells you how long something takes, you know how to hear it and what has to land for the work to ship on time. You own the plan and the priorities.