We stay small on purpose, so every hire changes what the studio can take on.
There is no bench here. Whoever builds a thing ships it, watches it in production and fixes it on Monday morning — which is why we hire slowly and hand over real ownership when we do.
We work from Baku, Monday to Friday, and write things down instead of holding them in meetings: a written scope, a weekly report, a staging link that is never a day old. We expect the same back.
What we look for
Range over titles
Someone who has shipped a game and a dashboard beats someone who has only ever done one of them.
Finishes things
Getting to eighty percent is common. We are interested in the last twenty.
Writes clearly
Half the job is explaining a decision to someone who was not in the room.
Owns it live
Launch is the midpoint. If that sounds like the boring half, this is the wrong studio.
How hiring runs
A short call
Thirty minutes on what you have built and what you want to build next. No whiteboard.
A paid exercise
A real task from our own backlog, scoped to a day. We pay for it whether or not we make an offer.
Walk us through it
You explain your choices and we argue about them. This is the part that decides it.
Offer and start
One written offer, no haggling games, and a first week with something real to ship.
The work we open roles for
We do not keep vacancies posted all year. These are the disciplines we recruit into — write to us in any of them and we keep your application on file for the next opening.
For contract work, yes. Full-time roles are based in Baku, because the studio works in one room on purpose.
Rarely, and only when someone has time to teach. If that is you, say so plainly instead of padding the CV.
Yes, at the day rate for the role and invoiced normally. Free work as an interview stage is a bad trade for both sides.
About two weeks from the first call to a written offer, unless you need it slower.