◆Remote · flexible · credited
Join
Ravix Games.
We're a small, remote studio building Descent: Into the Abyss, looking for people who care about craft and want to shape a game from its first prototype.
01Working with us
How it works.
- Pay
- Revenue share on release
- During development
- Unpaid, passion project
- Where
- Fully remote
- Hours
- Flexible, around your life
- Credit
- Full credit in game and online
- Engine
- Unreal Engine 5.7, C++
Some specific asset work is paid separately under a written contractor agreement. Successful applicants sign an NDA before seeing the project.
Open positions
Find your role.
3D Creature Artist
Details
What you'd work on
- Sculpt and build Descent's hero creatures, starting with our first hero creature
- Turn concept sheets into game-ready models with 4K PBR textures
- Bioluminescent materials with our technical artist
What we're looking for
- A portfolio of organic or creature work
- ZBrush or Blender sculpting, retopology and UVs
- Substance Painter or similar
Nice to have
- Marine or deep-sea anatomy reference skills
- Experience with Nanite or UE5 materials
3D Vehicle Modeller
Details
What you'd work on
- Our hero research vessel: a weathered ex-fishing boat with a stern crane and dive ladder
- A small dive boat / RIB, one- and two-person submersibles, and an ROV
- Simple interiors where the player can go
What we're looking for
- Hard-surface modelling with clean topology
- PBR texturing with believable wear, rust and salt
- LODs and game-ready export for UE5
Nice to have
- Boats, ships or industrial vehicles in your portfolio
- Rigging moving parts: cranes, hatches, propellers
3D Environment Artist
Details
What you'd work on
- Coastal and underwater environments, from tropical shallows to ancient stone ruins
- Coral, rock and cave sets that work at scale
- Set dressing with our level designer
What we're looking for
- A portfolio of environments or modular kits
- Comfortable with Megascans or photogrammetry assets
- An eye for composition and lighting
Nice to have
- Experience with UE5 Nanite, Lumen and foliage tools
- Ancient or ruined architecture work
Asset & Prop Artist
Details
What you'd work on
- Dive gear: cylinders, regulators, computers, lights, lift bags
- Salvage crates, research equipment and base-building parts
- Small props that make the world feel used
What we're looking for
- Hard-surface props with clean UVs and textures
- Working to real-world reference and scale
- Game-ready export for UE5
Nice to have
- Scuba gear knowledge
- Modular kit design for building systems
3D Character Artist
Details
What you'd work on
- The player diver and the game's main characters
- Realistic characters, wetsuits and dive gear that reads underwater
- Faces and hands ready for cinematics
What we're looking for
- A portfolio of realistic characters
- Sculpting, retopology, UVs and PBR texturing
- Hair, cloth and skin for real-time
Nice to have
- Metahuman or UE5 character pipeline experience
- Period clothing and uniform work
UI / UX Designer
Details
What you'd work on
- The dive computer, HUD, menus and the dive journal
- Map, mission board and inventory screens
- Readable, calm UI that never fights the water
What we're looking for
- A portfolio of game or product UI
- Figma or similar, and an eye for type and layout
- Thinking about players, not just screens
Nice to have
- UMG / Common UI in Unreal Engine
- Accessibility and controller-first design
Creature Animator
Details
What you'd work on
- Swim cycles that sell weight and scale, from reef fish to creatures far bigger than any whale
- Shark hunting, biting and head-shake attacks
- Turns, startles, feeding and idle behaviours
What we're looking for
- Animal or creature animation in your reel
- Maya, Blender or MotionBuilder, exported to UE5
- An understanding of how things move in water
Nice to have
- UE5 Control Rig or procedural animation
- Experience animating quadrupeds or fish
Sound Designer
Details
What you'd work on
- The underwater soundscape: pressure, distance, silence
- Regulator breathing, bubbles, gear and the dive computer
- Creature sounds for species no one has heard
What we're looking for
- A reel of game or film sound design
- Recording, editing and layering in a DAW
- Implementing sounds, or willingness to learn MetaSounds
Nice to have
- Hydrophone or field recording experience
- Wwise or FMOD
- Music composition
Gameplay Programmer (UE5 C++)
Details
What you'd work on
- Survival, equipment and base-building systems
- Creature AI, missions and save systems
- Tools that help artists get work into the game
What we're looking for
- Solid C++ and Unreal Engine 5 experience
- Comfortable working in an existing codebase
- Git and version control
Nice to have
- Physics, simulation or AI background
- Profiling and optimisation
- Multiplayer or replication experience
Technical Artist
Details
What you'd work on
- The ocean surface, foam, caustics and underwater optics
- Bioluminescence, blood, silt and bubble effects with Niagara
- Material libraries and performance budgets
What we're looking for
- UE5 materials and shaders, Niagara VFX
- Bridging art and code
- An eye for realism in light and water
Nice to have
- HLSL or custom shader work
- Experience with the UE Water plugin
Level Designer
Details
What you'd work on
- Dive sites from the lagoon to the abyss, built around depth and air
- Caves, wrecks and deep-water routes
- Mission spaces and discoveries
What we're looking for
- Shipped levels, mods or a strong blockout portfolio
- UE5 level editing and world building
- Thinking in pacing, readability and tension
Nice to have
- Diving experience, or a love of underwater games
- Horror or exploration level design
Social Media & Marketing Manager
Details
What you'd work on
- Run Descent's TikTok, Instagram, X and Bluesky, and grow the Discord community
- Plan posts around dev logs, artwork, teasers and milestones
- Build towards a Steam page, wishlists, press and creator outreach
What we're looking for
- Experience growing a social account, brand or community
- Short-form video editing for TikTok and Reels
- Clear, friendly writing that stays honest about what's real
Nice to have
- Games industry or indie marketing experience
- Steam store, wishlist and festival know-how
- Community moderation on Discord
Community Moderator
Details
What you'd work on
- Keep the Descent Discord friendly, safe and on-topic
- Welcome new divers and point them to dev logs, roles and rules
- Flag bugs, feedback and good ideas to the team
What we're looking for
- Discord moderation experience, or a calm head and good judgement
- Regularly online for a few hours a week
- Friendly, patient and fair with everyone
Nice to have
- Experience with Discord bots and AutoMod
- Interest in diving, the ocean or indie games
- Different timezones help us cover the day
Process
From application to first dive.
Apply here
Pick a role and fill in the form below. It takes about two minutes.
We review
We look at your portfolio or experience and get back to you on Discord.
Chat with the team
A relaxed call about the project, the role and what you'd enjoy working on.
Start diving
Access to the project, the team channels and your first task.
Apply Sent straight to the team
Send your application.
Application sent
Thanks, it's with the team now. We'll reply to you on Discord, so join the server if you haven't already.
Concept artPrefer to chat first?
Come and say hello on our Discord. Recruitment, dev logs and first looks all happen there.
discord.gg/NQqCT9tAjFAQ
Questions.
Is this a paid role?
Not yet. Descent is a passion project in early development, so roles are unpaid during development, with a revenue share once the game earns on release. Some specific asset work is commissioned separately under a written contractor agreement.
How does the revenue share work?
Team members share in the game's revenue after release. The split for each person is agreed in writing before you start, so everyone knows where they stand.
How much time do I need to give?
Whatever works around your job, studies or life. Tell us what's realistic and we'll plan around it.
Why do I need to be 18 or over?
Team roles involve written agreements, including revenue share and confidentiality, which need to be signed by adults.
Do you use AI?
Lightly, to help us prototype faster. The game is designed and directed by people, and its art, sound and design are made by people. That's why we're hiring artists.
Do I need diving experience?
No, though it helps. Several of us dive, and we'll happily share reference and explain how things work underwater.
Is Community Moderator paid?
No. Community Moderator is a voluntary role for people who want to help run the Descent Discord. Moderators get credit in the game and online, early looks at the build, and a direct line to the team.
Why do you need a CV?
For art, animation, audio, design and engineering roles, a CV or résumé alongside your portfolio helps us understand your experience, the tools you know and what you've shipped. It doesn't need to be games experience. Leave out your photo, date of birth and home address; we don't need them.
What happens to my application?
It goes, with your CV if you attach one, to a private staff channel on our Discord server, where only the team can see it. We keep it for up to 12 months after we've made a decision, then delete it. You can ask us to delete it sooner at any time. The privacy policy has the details.
I don't see my role.
Apply with "Something else" or message us anyway. If you can help make Descent better, we want to hear from you.

