Playable Developer (Cocos Creator)
Description
Hypercell Gamesis a mobile game studio behind some of the most downloaded hybrid-casual and puzzle titles on the market.
We’re looking for aPlayable Developer (Cocos Creator)to join our creative team.
Build Playable Ads in Cocos end-to-end (gameplay loop, interactivity, UI, optimization, export for ad networks);
Independently prepare assets from Unity projects: extract, optimize, and reuse assets effectively (e.g. avoid “render everything to video/PNG”);
Create and evolve a Cocos playable starter kit/template: shared architecture, reusable components, standards, documentation;
Iterate with UA/Creative (hooks/first seconds variations, A/B variants, improvements based on performance data);
Collaborate with Creative Producers/Motion Designers on asset requirements, handoff formats, and checklists.
Strong Cocos Creator experience (solid TypeScript/JavaScript; good understanding of HTML5/WebGL);
Solid 3D playable skills (camera/light/material basics, 3D scenes for HTML5/WebGL, awareness of WebGL 3D limitations);
Solid 2D playable skills (nodes/prefabs, animation, state machines, input/physics, UI);
Experience working with Unity, ability to independently extract and prepare all required assets from a Unity project for playable production;
Proven experience shipping playables for multiple ad networks (e.g., Google Ads, Meta, Unity Ads, AppLovin) and understanding typical constraints;
Strong playable performance optimization skills (build size discipline, load/first-interaction time, FPS/memory, atlasing/compression/profiling);
High work autonomy, can take ownership from asset extraction to final exports without micromanagement;
Spoken and written English and Russian.Nice to Have
Understanding of UA concepts and why playables behave the way they do (CTR/IPM/CPI, first 3–5 seconds, pacing, traffic quality impact);
Spine / DragonBones (or comparable skeletal animation workflows);
Shader proficiency (Cocos Effect/Material system or Shader Graph equivalents where applicable);
Experience diagnosing shader-related performance issues (overdraw, transparency, heavy fragment cost, reduce passes, avoid expensive features);
Ability to profile and optimize for WebGL/HTML5 (CPU/GPU bottlenecks, memory spikes, draw calls/overdraw, texture formats, batching, light baking vs real-time tradeoffs, mesh/material consolidation);