> Markdown version of [/jobs/ext/1181875-senior-c-godot-gameplay-programmer-tactical-strategy-ai-systems](https://www.wearedevelopers.com/jobs/ext/1181875-senior-c-godot-gameplay-programmer-tactical-strategy-ai-systems). Every page supports `.md` or `Accept: text/markdown`. Links point to the HTML versions so they work for humans too. Agent guide: [/agents.md](https://www.wearedevelopers.com/agents.md). --- # Senior C# / Godot Gameplay Programmer - Tactical Strategy AI Systems - **Company:** ThinkByte Studio LLC - **Location:** United States (Remote available) - **Experience:** Expert - **Salary:** $93,600.0 - **Contract:** Permanent contract - **Skills:** Clean Code Principles, .NET Framework, Artificial Intelligence, C Sharp (Programming Language), Software Debugging, JSON, Microsoft Visual Studio, Git, Git Flow, Data Analytics, Code Restructuring, Software Version Control - **Published:** July 4, 2026 - **Apply:** https://www.indeed.com/viewjob?jk=c99e6f9313ef179c ## About the Role We are seeking a highly experienced Senior Gameplay Programmer with strong C# skills and Godot development experience to help advance The Glorious Cause, a historically inspired hex-based tactical and strategic war game set during the American Revolution. This role is ideal for a programmer who enjoys complex strategy systems, tactical AI, turn-based combat, historical simulation, data-driven game mechanics, and working inside an already developed codebase. The project already has playable systems in place, and we are looking for a senior level developer who can improve, expand, stabilize, and intelligently build upon those systems. The ideal candidate should be comfortable working in Godot .NET / C#, using Visual Studio Code, and collaborating through Git-based workflows. This is not a beginner role. We need someone who can quickly understand existing systems, diagnose problems, and implement new gameplay features without requiring constant supervision., * Strong professional experience with C#. * Experience developing in Godot, preferably Godot 4.x with .NET/C#. * Strong understanding of turn based gameplay systems. * High Skill & Experience with AI behavior for games, especially tactical or strategy games. * Ability to work inside an existing project and extend already-developed systems. * Strong debugging, refactoring, and code-organization skills. * Experience with Git or similar version control workflows. * Ability to communicate clearly and provide progress updates. * Comfortable using Visual Studio Code or a similar C# development environment. * Ability to work independently and solve complex gameplay programming problems., * Experience with hex-based or grid-based strategy games. * Experience with tactical AI, pathfinding, line-of-sight, formation behavior, or combat-resolution systems. * Experience with historical, military, board-game, tabletop, or wargame-style mechanics. * Experience creating data-driven systems using JSON, ScriptableObjects-equivalent workflows, or custom editors. * Experience with UI integration for gameplay systems. * Experience optimizing games with many units, state changes, and turn-based calculations. * Familiarity with Steam builds, Godot exports, and cross-platform deployment is a plus., Compensation will be based on experience, availability, and demonstrated ability. Applicants should be prepared to provide examples of prior programming work, preferably in C#, Godot, Unity, strategy games, , and especially AI systems. An NDA may be required before detailed project documentation and proprietary work items are shared. ## Description The Senior Programmer will assist with development of advanced gameplay systems, including but not limited to: * Tactical AI improvements for a hex-based turn-based strategy game. * Expansion of existing combat, movement, formation, and unit behavior systems. * Development of historically inspired unit logic and battlefield behavior. * Implementation of new unit state systems involving strength, condition, supply, morale, organization, and battlefield effectiveness. * Development of data driven gameplay features using editable configuration files, tables, or similar structures. * Enhancement of battlefield feedback, including visual unit-state changes tied to combat results. * Improvements to unit interaction systems, including support style interactions between nearby friendly units. * Expansion of scenario logic, objectives, turn flow, AI objectives, and faction behavior. * Integration of new tactical mechanics into existing UI and gameplay systems. * Debugging, refactoring, optimization, and stabilization of current systems. * Working with the Game Director to translate design concepts into clean, maintainable code. Some mechanics will be discussed only after an NDA is signed, as they involve proprietary systems planned for future releases., The game is currently in active development, with multiple systems already implemented. We are looking for a senior programmer who can help move the project from its current playable state toward a deeper, more polished, and more intelligent tactical strategy experience. ## Related Videos - [Git for Code Reviews](https://www.wearedevelopers.com/videos/429-git-for-code-reviews) - [Tips and Tricks for Working with JSON](https://www.wearedevelopers.com/videos/1229-tips-and-tricks-for-working-with-json) - [How a Small Team Shrank a Microsoft Monorepo by 94%](https://www.wearedevelopers.com/videos/1236-how-a-small-team-shrank-a-microsoft-monorepo-by-94) - [WeAreDevelopers LIVE - "Fun and games - and all that comes with it", Back to BASIC & more](https://www.wearedevelopers.com/videos/1719-wearedevelopers-live-fun-and-games-and-all-that-comes-with-it-back-to-basic-more) - [Why Git Still Matters](https://www.wearedevelopers.com/videos/100288-why-git-still-matters) - [Applying DevOps in Flutter mobile development](https://www.wearedevelopers.com/videos/60-applying-devops-in-flutter-mobile-development) ## Related Articles - [John Romero - What AI Can, Can’t, and Shouldn’t do for Games](https://www.wearedevelopers.com/magazine/478-john-romero-what-ai-can-can-t-and-shouldn-t-do-for-games) - [Dev Digest 121 - AI goes offline](https://www.wearedevelopers.com/magazine/456-dev-digest-121-ai-goes-offline) - [Dev Digest 112 - The True Crime of AI Development](https://www.wearedevelopers.com/magazine/421-dev-digest-112-the-true-crime-of-ai-development) - [Dev Digest 135 - AI is Doomed](https://www.wearedevelopers.com/magazine/480-dev-digest-135-ai-is-doomed) - [Dev Digest 123 - Easy as A, B, C1](https://www.wearedevelopers.com/magazine/459-dev-digest-123-easy-as-a-b-c1) - [What Developers Can Learn from Indie Games](https://www.wearedevelopers.com/magazine/650-what-developers-can-learn-from-indie-games)