1:00 PM - 2:00 PM
Senior Product Manager Interview
Sarah Jenkins
Location
onsite, Limassol, Limassol, Cyprus
Commitment
Full Time
Level
Senior (5+ years)
Total Battle is an MMO 4X strategy game with deep political systems and intense player-to-player interaction. Players build cities, forge alliances, fight monsters, and compete for dominance. The game runs on mobile and web, with millions of active players, which means every technical decision we make is felt at scale.
Our framework team carries a wide mandate: we own the foundation that every game feature is built on — from the rendering and UI layer to the asset pipeline, build system, debug tooling, and developer documentation. That foundation has real problems today.
🎯Our mission: create a reliable foundation for product development — simple, fast, and high-quality — so that game features can be built without friction.
Right now we have two codebases (C++ mobile, C# Unity), slow developer iteration cycles, UI that only engineers can touch, and technical constraints that limit what we can ship. This hire is part of the team that will fundamentally solve these problems — and make sure they never come back.
Your area of ownership spans the full client platform stack:
Near-term tasks in the backlog include: building an extensible asset loader, reducing nullptr risk, improving code testability, lowering the cost of adding debug functionality, and moving to a unified build pipeline. Alongside this, the team is validating an experiment that may lead to building a new client from scratch — a significant greenfield opportunity.
We're working toward a single codebase across all platforms, where business logic is engine-agnostic and platform-specific code lives only at the framework level. Features will be isolated modules with explicit interfaces and dependencies. Artists and animators will be able to see their work in the game without a developer in the loop. The game will react to player actions instantly — no spinners, no rollbacks. And no waiting on store review to ship fixes.
That's where we're going. Your job is to help get us there.
We're looking for an engineer who goes deeper than the task description. When given a problem, you dig for the root cause before proposing a solution. You think in products: MVP first, iterate, measure against real metrics. You design APIs that don't become roadblocks six months later.
We're not looking for someone who wants a clearly scoped ticket to execute, or someone whose primary motivation is building gameplay features. This team builds the platform that makes gameplay possible.
You'll receive a problem, not a ticket. You're expected to explore the context, identify the root cause, propose and align on a solution, ship it, and then verify it worked based on feedback and metrics. Delivery is incremental: proof of concept to validate a hypothesis, then a full solution. Predictability matters as much as output.
After 12 months, a great hire here is fully autonomous — picking up problems that span both technical and product dimensions, delivering in predictable increments, and raising the capability of the people around them.
Onsite work in Limassol, Cyprus: We aim to provide a comprehensive benefits package that supports both your professional growth and comfortable life in Cyprus. You will work from our modern offices in Limassol, surrounded by a highly professional and passionate team that truly enjoys what they do.