Engineering
AI/ML Engineer — Level Generation & Solver
Build the systems behind OutBrick’s boards: procedural level generation, the solver that verifies every board, and gentle, on-device personalisation.
- LocationRemote
- TypeFull-time
- TeamEngineering
- Apply by31 December 2026
About the role
Every one of OutBrick’s 2,000 boards was cleared by a solver before it shipped, so no player ever meets a dead end. You will own that pipeline and push it further: generating boards that are interesting as well as solvable, grading their difficulty, and setting move targets that feel fair.
You will also explore personalisation — pacing difficulty to the player in front of the board — under one firm constraint: OutBrick has no analytics SDK and does not collect gameplay data, so anything that adapts to a player has to run on the device.
What you’ll do
- Own and extend the board solver and its verification of every shipped board
- Build procedural generation for new chapters, with difficulty grading and move-target setting
- Research on-device personalisation of pacing and hints that needs no data to leave the device
- Build tooling so designers can generate, inspect and tune boards themselves
- Keep the pipeline reproducible and the results explainable to a non-specialist
What you’ll bring
- Strong software engineering in Swift, Python, C++ or Rust — and willingness to work across them
- Experience with search and planning (A*, IDA*, BFS/DFS with pruning, constraint solving) or combinatorial optimisation
- Practical machine-learning experience, from data to evaluation
- The judgement to choose a simple heuristic over a model when the heuristic is better
Nice to have
- Experience with procedural content generation for games
- On-device ML on Apple platforms (Core ML, Create ML, Metal)
- A published paper, talk or open-source project on puzzles, search or PCG
Don’t tick every box? Apply anyway. We would rather meet someone who can grow into this than miss them.
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