Muffin Games
When an ancient orb shatters over a tropical archipelago, a young apprentice recovers a fallen shard and begins uncovering its secrets β master your class, battle through dungeons and raid bosses, and collect the remaining shards before a rogue sorceress finds them first, all in a single-player world that lives like an MMO.
We're currently in pre-production. The world, themes, and high-level story beats are defined. We're now shaping more detailed lore, the narrative breakdown, and dialogue to flesh out the world and its inhabitants. That means you'd be joining at an incredibly formative stage: the quest frameworks, storytelling conventions, and lore foundations you help establish now will define how the entire game gets made.
We're looking for a hybrid Narrative + Quest Designer to serve as the right hand of our Narrative Director β someone who can take the story vision and turn it into playable reality. You'll own quests from first pitch to final polish; youβll help write story beats, dialogue, and lore speaks from the heart; and youβll build structure, pacing, and gameplay logic to make the game fun and immersive. Where the Narrative Director defines what the story is, you'll define how players live it. If you believe the best game stories are experienced, not just read, this role is for you.
Design, write, and implement quests end-to-end in Unity: concept, narrative outline, dialogue, objectives, and branching logic
Write compelling dialogue, barks, item descriptions, spellbook entries, and other in-game text that fits the game's tone and world
Work directly with the Narrative Director as their deputy: translate high-level story vision into quest structures, gameplay beats, and implementable content, and maintain narrative consistency across the game
Partner with level designers, systems designers, and engineers to ensure quests integrate cleanly with gameplay mechanics, world layout, and progression
Build and maintain quest flow documentation, branching diagrams, and dialogue trees
Balance quest rewards and pacing in coordination with the systems team
Champion player agency: design meaningful choices with consequences that ripple through the story and world
3+ years of experience in narrative design, quest design, or a combined role, with at least one shipped title (or a substantial released project)
Solid Unity experience: hands-on implementation of narrative/quest content using tools like Timeline, ScriptableObjects, and dialogue systems (custom or asset-store based)
Strong writing craft: dialogue that sounds human, economy of words, and a firm grasp of tone, character voice, and subtext
Proven quest design skills: pacing, objective clarity, branching structures, fail states, and reward loops
Comfort with nonlinear structures: branching narratives, reactive world states, and systemic storytelling
Ability to receive, give, and act on feedback with a collaborative, low-ego attitude
Excellent documentation and communication skills
Experience with Unity-friendly dialogue/narrative middleware (Ink + Unity integration, Yarn Spinner, Dialogue System for Unity, articy:draft)
Comfort digging into how systems work under the hood β light scripting or C# literacy is a plus, but engineers handle the heavy lifting
Background in RPGs, open-world, or story-driven games
Localization-aware writing experience
Familiarity with cinematics and voice-over pipelines
Hours: Part-time (est. 5-15 hours per week)
Rate: $50-75/hour
Schedule: Fully remote and largely asynchronous. You manage your own time, with occasional syncs with the team.
Communication: We work primarily through written channels, so clear async communication matters as much as availability.
Send us your resume/CV along with a portfolio that shows both sides of your craft: writing samples (dialogue, quest text) and quest design documentation (flowcharts, design docs, or a video sample).
Required: Include a sample quest design and dialogue tree, accompanied by a written explanation of your process β what didn't work, what did, and why.