Recruiter Hot Seat: Radiant Worlds

Recruiter Hot Seat: Radiant Worlds
Alex Calvin

By Alex Calvin

January 20th 2016 at 11:19AM

COO Richard Smithies on landing a role at the studio and why the right kind of confidence counts

Currently hiring:

Company: Radiant Worlds

Location: Leamington Spa, UK

Hiring: A variety of roles, focusing on experienced programmers, specialist designers and a big data engineer

Where to apply: 


What differentiates your studio from other developers? 

Radiant Worlds has the perfect mix of the spirit of a start-up but with an experienced head on its shoulders.

Between us, the studio’s three founders have about 100 years of game development and business experience, and many of our staff are also highly experienced industry veterans, but the company has only existed for less than three years and is tackling the very latest emergent game design ideas on a single project that we’re really committed to.

That hunger to do something new but to apply time-worn, battle-tested techniques is a great combination and makes working at Radiant Worlds a great opportunity. 

How many staff are you looking to take on? 

We’re looking to fill a variety of roles right now, but particularly focusing on experienced programmers, specialist designers and a big data engineer.

We’re looking to keep the studio lean and agile, but we’re not afraid to do what it takes to get just the right people in the right roles. 

What perks are available to working at your studio? 

We pride ourselves in a providing a well-rounded benefits package that really supports staff to maintain a good work-life balance.

Everything from pension plans, share options and private medical insurance to gym memberships, a beer fridge and flexible working hours make this a supportive, but rewarding, place to work.

We also pay overtime, which many studios don’t. 

What should aspiring devs do with their CV to get an interview? 

Above all, make it clear and concise – we get a lot of applications all the time, so make sure we can easily see your experience and what you’ve got to offer.

Also, give us an idea of the type of role you’re after and why you want to work on SkySaga – we’re a studio working on one huge game so we want to hear about why your passions would be a good fit with ours.   

What advice would you give for a successful interview at your studio? 

Show us what you’re passionate about and how that aligns with who we are. We need you to be able to demonstrate many of the skills you claim to have in your CV, but personality and ‘fit’ with our culture is every bit as important so be yourself.

We are not afraid to hire people who are unusual or different (in fact we welcome them), As long as they can operate as a team player and have lots to contribute. 

Who is the best interviewee you have had and how did they impress you? 

The best interviewees are always those who prepare well. It’s not hard to do thorough research on your potential employer, so make sure you’ve looked into what they’re working on, the culture of their studio and what history and experience they have.

I’m always impressed when people ask insightful, well-considered questions at interview, instead of the standard “What are the working hours?” or “How much do you pay?”-type questions.

And who was the worst? 

The best way to put me off is to be cocky or too self-assured. Confidence in your skills, and an ability to communicate that clearly, are a must, but I know I’m not looking at a team player if you try to claim that you were the only reason a particular project was successful in the past, or that you must be better than everyone we already have on board. 

If you have recruited internationally, what is the process like? 

Recruiting from outside the EU is a complicated process, but we have a lot of experience of going through it over the years so we’re not phased by it.

We’re keen to make SkySaga a global brand, so we’re looking to work with people from around the world who have skills that are hard to find in the EU to help fill skill gaps or give us a ‘local’ perspective in all territories.

How have your recruitment needs changed at your studio? 

The shift from a multi-project, work-for-hire setup in our previous studio, to a dedicated project in a new space with a new business model, has meant that we now look much more for specialists than generalists than we have in the past.

We’ve evolved our processes a little, but still place a high priority on finding good people who are passionate about their field and will become passionate about the success of SkySaga

Why should developers join you when self-publishing has become so much more accessible?

The ‘indie dream’ is great for some people, but there’s experience that you can gain from working in a large team with seasoned professionals that you simply can’t get any other way.