About Soundbeats
Soundbeats is a precision rhythm-combat mobile game where players fight through music — attacking enemies in sync with each beat. It’s built on a sci-fi world (Resonara) with lane-based combat, character abilities, and player-created BeatMaps; this is a skill-driven rhythm game, not a generic tapper.
In parallel, we are building a separate generative AI creator tool for consumers that lets anyone use generative AI to generate, transform, and experiment with images, music, and audio — even if they are not musicians. Soundbeats sits at the intersection of rhythm gaming, AI creation, and Web3 ownership.
We are backed by Cyberport and the Hong Kong government.
https://soundbeats.io/
What you'll do
You'll own the game end-to-end: code, vision, and revenue. Day-to-day this means writing Unity C# yourself, leading our junior developer, working closely with the founder on direction, and driving the monetization strategy that turns this from a launched game into a profitable one. A new marketing hire will own UA and creative; you'll partner closely with them on what to build to support performance.
Core responsibilities:
- Technical leadership. Own the Unity codebase, architecture decisions, build pipeline, and iOS/Android release process. Mentor and direct our junior Unity developer.
- Monetization strategy and execution. Design and ship our IAP economy, ad placements, and live-ops calendar. Define ARPDAU, LTV, and retention targets and drive the team toward them.
- Product vision. Work directly with the founder on roadmap, feature prioritization, and game-design decisions. Translate strategy into shippable specs.
- Live ops. Run A/B tests on price points, offer mechanics, and ad placements. Analyze cohort data and act on it.
- Quality and stability. Keep the app passing App Store and Google Play reviews, performant, and crash-free across devices.
Who you are
You've shipped at least one mobile F2P game that made real money, with direct ownership of monetization decisions — not just implementing what someone else specced. You're equally comfortable in a code editor and a spreadsheet modeling LTV. You have strong opinions about IAP pricing, ad mediation, and what makes players spend, and you can back them up with numbers from games you've worked on. You can lead a small team without needing a layer of management above you.
You're also someone who notices what's changing in mobile games right now — AI-generated content, AI in live ops, new ad formats, new engagement mechanics — and brings ideas, not just opinions. We have an existing setup that works; we're open to better ones.
Must-have:
- 5+ years of Unity/C# development on mobile games.
- Shipped at least one F2P mobile game on iOS and Android with IAP and ads live in production.
- Direct, hands-on monetization experience — you've designed IAP economies, set price points, run ad-mediation strategy, and own the revenue numbers from games you've worked on.
- A genuine point of view on how AI and new tools can change mobile game development, content generation, or live ops — not as a buzzword, but as something you've actually tried, shipped, or want to ship.
- Strong written and spoken English.
- Can work HK / SEA business hours with significant overlap with the founder in Hong Kong.
- Comfortable owning decisions and shipping without waiting for permission.
Nice-to-have:
- Experience with rhythm, music, or UGC games.
- Live-ops or LTV-modeling experience at a studio like VNG, Sky Mavis, Gameloft, Hiker Games, Wolffun, Topebox, Habby, Voodoo, or similar.
- Hands-on experience with AI tools in a production context — content generation, code assistance, automated QA, AI-driven personalization, procedural beatmap or audio generation, etc.
- Backend / API integration experience (we have a Web2 backend powering leaderboards and beatmap publishing).
- Familiarity with Meta Ads attribution, IDFA/SKAdNetwork, and App Tracking Transparency.
- Past experience managing or mentoring junior developers.
What we're open to
We have a working game, a working stack, and a working pipeline. We're not looking for someone to throw it out and rebuild — we're looking for someone who can ship on what we have and push the studio forward.
If you have ideas about AI-driven content (procedural beatmaps, AI-assisted audio, smart difficulty, personalized live ops), new monetization mechanics, or new player engagement systems — bring them. We'll evaluate them on merit and move fast on the ones that work. The right hire will help define what Soundbeats becomes after launch, not just operate what it is today.
Compensation
- Competitive base salary based on experience and location.
- 10% of net revenue for the first 12 months of employment, paid monthly. (Net revenue = gross app revenue minus Apple/Google platform fees, payment processing, refunds, and direct ad-network costs.)
- Equity discussion for the right candidate after a successful first quarter.
- Fully remote. Flexible hours within SEA timezone overlap.
- Future Potential to travel/work abroad or relocate to our HQ in Cyberport, Hong Kong (with visa/permanent residency gateway).
- Direct working relationship with the founder. No bureaucracy.
- A small team that ships every week.
Pay: $13,325.90 - $33,517.69 per month
Benefits:
- Opportunities for promotion
- Professional development
- Work from home
Application Question(s):
- Describe one monetization decision you've made that meaningfully moved a metric. Include the game, the change you made, and the actual numbers (before/after ARPDAU, conversion, retention, revenue, etc.). Aim for 5–10 sentences.
- Paste links to games you've shipped on the App Store or Google Play. List your role on each.
- Share your LinkedIn profile URL/ Portfolio or other resources.
- What is your expected monthly base salary in USD?
- What's one idea — AI-driven, monetization, engagement, or otherwise — you'd want to test in our game in your first 90 days, and why?
Language:
Work Location: Remote