Senior iOS developer for GameDev startup

Remote Full-time
Game Concept: “Reflex Arena”
Genre
Real-time competitive 1v1 / 2v2 skill-based action game
Platform
iOS (iPhone first, iPad optional)
Core Idea
A pure skill game where players compete in short, intense arena matches using precision timing, reflexes, and positioning — no RNG, no pay-to-win.
Each match lasts 60–90 seconds, making it ideal for mobile sessions while supporting competitive depth.
Core Gameplay Loop
Matchmaking
Skill-based MMR
Ranked & unranked queues
Arena Match
Small symmetrical arena
Players control a single character
Objective: score points by outplaying, not overpowering
Score & Progress
Win → rank up
Lose → learn (clear replay & stats)
Cosmetics only progression
Controls (Mobile-First, High Precision)
Left thumb: Movement (virtual joystick)
Right thumb: Aim + action swipe
Tap: Ability activation
Perfect timing windows reward precision (parries, counters)
Designed to feel closer to a fighting game than a casual mobile title.
Mechanics (Skill > Stats)
Core Mechanics
Dash with cooldown (positioning skill)
Timed parry (frame-perfect defense)
Charged shots (risk vs reward)
Combo chaining (execution mastery)
No Randomness
Fixed damage
Fixed cooldowns
No crit chance
No loot boxes
Competitive Depth
Skill Expression
Reaction time
Prediction & mind games
Spacing & arena control
Cooldown tracking
Skill Ceiling
Easy to learn (1 minute)
Hard to master (1000+ matches)
Game Modes
Ranked Duel (Main Mode)
1v1
Best of 3 rounds
Seasonal leaderboard
Team Arena
2v2 coordinated play
Shared objectives
Training / Practice
Frame timing visualizer
Ghost replays of top players
Visual Style
Clean, minimalistic sci-fi arenas
High contrast for readability
60–120 FPS target (ProMotion)
Performance clarity > visual noise.
Monetization (Fair & Competitive)
Skins (characters, arenas, effects)
Emotes / victory poses
Battle pass (cosmetic only)
No power boosts
No energy timers
No loot RNG
Technical Design (iOS-Optimized)
Native Swift
Metal / SpriteKit
Deterministic simulation
Server-authoritative logic
Rollback netcode (if real-time PvP)

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