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Internship Remote Game Writer Jobs in Colorado (NOW HIRING)

$14 - $18.75/hr

This is a part-time 12-hours per week, 12 week, unpaid remote internship. If your availability is ... Writing letters of support for key programs to political leaders, media and other groups.

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Internship Remote Game Writer information

What is a remote game writing internship?

A remote game writing internship is a temporary position where interns work from a location of their choice to help develop the narrative, dialogue, and story elements for video games. Interns collaborate with designers, artists, and developers to create engaging storylines and compelling characters. This role allows interns to gain hands-on experience in the gaming industry, learn about the game development process, and build a portfolio, all while working remotely.

What are some typical projects or tasks assigned to a remote game writing intern?

As a remote game writing intern, you'll often support the narrative team by drafting dialogue, creating character backstories, and helping to develop quest or mission scripts. You may also assist with world-building documents or review in-game text for consistency and clarity. Collaboration with designers, artists, and other writers via virtual meetings and shared project management tools is common, giving you valuable experience in team-based creative processes.

What are the key skills and qualifications needed to thrive as an internship remote game writer?

To thrive as an Internship Remote Game Writer, you need strong creative writing abilities, a solid grasp of storytelling techniques, and a passion for gaming, often demonstrated through a portfolio or relevant coursework. Familiarity with collaborative tools like Google Docs, Trello, and game engines such as Unity or Twine is often expected. Excellent communication, adaptability, and teamwork skills help you interpret feedback and collaborate effectively with designers and developers. These skills ensure engaging narrative development, smooth workflow integration, and contribute to the overall success and immersion of the game.

What is the difference between Internship Remote Game Writer vs Remote Game Designer?

AspectInternship Remote Game WriterRemote Game Designer
Required CredentialsBasic knowledge of game storytelling, writing samples, possibly related courseworkExperience in game design, portfolio of game projects, understanding of game mechanics
Work EnvironmentRemote, collaborative with writers and developersRemote, collaborative with artists, developers, and writers
Industry UsageCommon in game studios for entry-level rolesUsed for designing game concepts, levels, and mechanics
Search & Comparison IntentOften compared for entry-level storytelling rolesCompared for design and development roles

The main difference is that an Internship Remote Game Writer focuses on creating storylines, dialogues, and narrative content, while a Remote Game Designer is responsible for designing gameplay mechanics, levels, and overall game structure. Both roles often work remotely within the gaming industry and require collaboration with different teams, but they emphasize different skill sets and responsibilities.

What are the most commonly searched types of Remote Game Writer jobs in Colorado?

The most popular types of Remote Game Writer jobs in Colorado are:

What cities in Colorado are hiring for Internship Remote Game Writer jobs?

Cities in Colorado with the most Internship Remote Game Writer job openings:

Senior Game Engineer - PC & Console

Second Unit Games

Loveland, CO โ€ข On-site, Remote

$107K - $147K/yr

Full-time

Posted 5 days ago


Job description

Senior Game Engineer - PC&Console
Second Unit Games | Remote - U.S.
Second Unit is looking for an experienced, hands-on game engineer to work on client PC and console projects.
We're specifically looking for engineers who have shipped games and then kept working on them after they launch. You'll have experience building DLC, expansions, live events, new features, content updates, or other post-launch releases.
We're looking for someone who is comfortable making technical decisions, mentoring engineers, reviewing code, troubleshooting builds or Perforce problems. and jumping in to implement a feature when that's what the project needs.
What You'll Do
Our project teams will typically be small, cross-discipline groups of approximately 6-20 developers, depending on the scope of the engagement.
You'll work directly on our client's existing codebases, tools, development pipelines, and possibly their proprietary engines. You're joining a game that has already shipped and helping build what comes next.
You'll be making day-to-day technical decisions, reviewing code, helping estimate and plan work, identifying risks early, and solving technical problems for both the project and team's development environment.
The actual work will vary by project. You might be:
  • Implementing gameplay features
  • Building DLC, expansions, missions, or other new content
  • Supporting live events and ongoing game updates
  • Fixing bugs and addressing issues in a mature codebase
  • Prioritizing a backlog of work for the next release
  • Working in Unreal, Unity, or a proprietary engine
  • Improving tools and quality of life for the content team
  • Helping solve technical problems with the Second Unit staff
  • Working with the client QA and release teams

We need engineers who are comfortable getting into an existing project, understanding how it works, and becoming productive without needing to redesign everything first.
What We're Looking For
There are two experience requirements for this position that are important to us: you've shipped a major PC or console game, and you've worked on a game after it shipped.
You must have:
  • Personally contributed to the development and launch of at least one AA or AAA game
  • Have experience supporting a released game and delivering live or post-launch content
  • Strong hands-on game engineering experience and the ability to write production-quality code
  • Experience working in a large, established game codebase
  • Experience diagnosing difficult technical and production problems
  • A solid understanding of game-development pipelines, source control, build systems, and development workflows
  • The ability to estimate engineering work, identify risks, and communicate technical issues clearly
  • The judgment and communication skills to work directly with client engineers, discipline leads, and studio leadership

Professional experience with Unreal Engine, Unity, Perforce, Git, PC/console development, proprietary engines, or cross-platform development is useful. We're less concerned with checking every technology box than we are with finding someone who understands how games actually get built, shipped, updated, and maintained.
What We Want to See From You
When you apply, we'd like to see more than a list of studios and job titles. Help us understand what you actually did.
In the application process we'll include a place for you to tell us which PC or console games you've shipped, what you personally worked on, and which DLC or other post-release work you've done.
We care much more about what you actually did than what your title was.
About Second Unit
Keep your next game moving. Keep your current game thriving.
Second Unit works with established game studios that need to keep supporting successful games while their internal teams move on to what's next.
Our U.S.-based teams work directly inside our clients' development pipelines and take responsibility for defined pieces of their roadmap, including DLC, live content, gameplay features, systems, and other player-facing work.
Our teams are led by experienced developers who are still actively involved in making the game.
How We Work
Second Unit is a remote-first U.S. studio.
Our primary employment model is W-2 hourly.
You'll be paid for every hour you work, including approved overtime when applicable. Because our work depends on client projects, there may be periods between assignments when hours are not available. We want to be clear about that from the beginning.
While assigned to client work, eligible employees receive monthly healthcare and hardware stipends.
You'll use your own development workstation, provided it meets Second Unit's hardware and security requirements. We provide the dedicated project environment and security configuration used for company work. Individual clients may require additional security measures or virtual development environments.
The Person We're Looking For
You still like solving technical problems. You love supporting an existing game, with a passionate fan base, by making the game better. You raise problems early. If you don't know the answer, you're comfortable saying so and then figuring it out. When the team hits a difficult problem, you're more likely to get involved than stand back and manage it from a distance. And after years in game development, you still like shipping games.
If that sounds familiar, we'd like to hear what you've built, what you've shipped, and what you worked on after launch.