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Senior Producer

Scape · Remote · Remote · Senior · Production · Posted 2026-09-03 · Contract

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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. Not just the schedule, but the order of work behind it. When two things compete, you decide, or you get the decision made and tell everyone affected. Open questions have an owner and a date. Nothing sits unanswered because nobody was sure whose call it was.

You plan ahead. Problems get found while they are still cheap, and everything that has to land together lands together: builds, assets, store material, localization, press dates.

You lead the team's delivery. People know the plan is real, feel good about hitting it, and are still standing when it ships. The leads lead their crafts. You lead how it all comes together, and you meet each team where it is: some want you in the weeds with them on estimates and sequencing, others mainly need the picture across teams kept current. You read which is which.

We have a production pipeline that works, and like any pipeline it can always be better. You would inherit it as it is, get to know it and the people who run it, and then improve it where you see the need. Nobody here expects you to arrive with all the answers. We do hope you arrive curious about how we work and comfortable telling us, kindly and clearly, where we could do better.


What you will own


You

Most people who can do this job have around five years in games production behind them. Take that as a description of who tends to apply, not a bar we hold. If you can show us the things below with less, please apply anyway. We would rather meet you than miss you.


Helpful, not required


What we offer

The whole project and the authority that comes with it. Real decisions, not just a schedule to report against. Strong leads beside you rather than under you, and a Creative Director who wants to hand things over and means it. A company small enough that what you do is visible in what we ship, and people who will notice.

We are a self-motivated team, remote by choice and flexible in how we work, and we run on people helping each other rather than watching each other. Everyone here is trusted to own their part and supported when they need a hand, and we would like that to be true for you from your first week.

And we are early. Scape is heading to Steam with everything still ahead of it. Joining now means building something with a real chance of becoming big, and being one of the people it belongs to when it does.


Practical

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