Mars, Jon, Paris and Tim from Yarn Spinner pulling faces in front of a rainbow, with the words Your new mates.
The Yarn Spinner Team
Ruby the dog
Ruby, Chief Tiny Officer
Queenie the dog
Queenie, Her Majesty

Hello here are some of our Mates games we've worked on, and some we still are

Announcing Yarn Spinner Mates' Rates! A campaign in which we offer a limited number of month-long, heavily discounted, fixed fee, flexible slots for co-dev work with indies.

What You Get

  1. One month of remote co-dev work on your project
  2. A flat fee of US$5,000 (plus taxes)
  3. Whatever kind of work and outputs you need
  4. You own everything we make
  5. Dog pics

What We Can Do For You

Lots of things! We tend to be programmers primarily, but that's not all we do. We are most experienced in:

  • Unity, Godot and, more recently, Unreal Engine.
  • C#, C++, GDScript, Swift, TypeScript and Python.
  • Supplemental 3D art, 2D icon art, UI design.
  • Workflow tools, procedural and optimisation work.
  • Clean code, readable docs, well-designed tools that let you do what you do best but faster.

But we can attempt anything, as our real skill is being adaptable and fast learners.

Systems programming

Save systems, dialogue and quest systems, state machines, the bits underneath everything else.

Pipelines

Getting voice-over, localisation or writing from a spreadsheet into the game without someone doing it by hand.

Engine and porting work

Moving between engines, getting onto a new platform, or fixing performance before a deadline.

Narrative integration

Hooking up Yarn Spinner, or moving your script over from Ink, Twine or something homegrown.

Why We're A Good Fit

Long before we started a company around Yarn Spinner, we were game developers. Our original studio, Secret Lab has been making games for nearly 20 years now—games of our own, game-making for hire, entertainment games, serious games, games for museum and art commissions, games for education and outreach, and games that tell important stories.

In all that time, we have been a team of 2-4 people, supplemented by typical outsourcing numbers of 0-4 people per project. We've never needed to grow to achieve our objectives, but we have developed a great sense of what is possible with our numbers, how to grow our skills to meet a challenge, and how to make big impact.

Since we quietly started to offer co-development work for indie studios, we have worked with several projects in a range of roles:

  • We worked with Necrosoft on Demonschool, making Unity tools to assist in event and cutscene scripting, and later scripting events in much of the game.
  • We worked with Affray Interactive on SCP 5K, adapting Yarn Spinner to work in UE4, and developing a complex custom saliency system that allows dynamic casting of nearby characters to narrative roles.
  • We worked with KO_OP on Young Suns, helping the team build complex, dynamic storylets that power their multiplayer narrative system.
  • We worked with Paper Sword Games on Saveseeker, migrating their existing in-house dialogue system to Yarn Spinner, building out their narrative system, and integrating the whole thing into their content in preparation for handoff to additional developers.
  • We worked with Stormy Nights Interactive on Breeze in the Clouds, building custom tooling that allowed presentation of scripted text within an interactive comic book with complex layout.
Paris
  • Writing/narrative
  • Production
  • Programming
  • Game design
Tim
  • Programming
  • Game design
  • Mechanics
  • Narrative
Jon
  • 3D art
  • Programming
  • Game design
  • Narrative
Mars
  • Programming
  • 2D art
  • Game design
  • Marketing

How It Works

We're starting with an offering of 12 slots this round—one for each month of 2027. We're accepting applicants for as long as there are slots available, and will select as many as we have time for.

We'll contact successful teams and make sure all the necessary arrangements are made prior to your selected month slot. And when it's time, we will commence work!

Projects should plan to include at least one preparation call before commencement, one onboarding call at commencement, and one handover call at the end.

Our work hours fluctuate around availability, daylight savings, and more. But our core guaranteed hours are 23:00 UTC to 05:00 UTC, and outside those hours we're happy to schedule regular calls and messages at times that work for both of us.

Eligibility

We're happy to work on games in almost any genre, engine, platform, and workflows. There is no limit to the size of teams we'll work with, and they can be anywhere in the world. You don't have to be using Yarn Spinner anywhere in the project—though we may preference projects that do, if we think that will be the best use of our unique skillset.

We'll be assessing each application individually for suitability, rather than making some list of things we're looking for.

But there are some clear things we will not work on:

  • Project-wise, we won't work on games that use significant genAI, games that promote harm or hateful ideologies, games with predatory monetisation models based around obscurity or addiction-forming gameplay, or games built around gambling, loot boxes, NFTs or crypto.
  • Process-wise, we won't take on work that requires us to use genAI tools like AI coding assistants or image generators, put your code, art or writing into one, run invasive productivity-monitoring software, or incorporate content you don't have the rights to use.
  • Team-wise, we won't work with a team that we aren't confident we can do good work for. That means teams with a significant language barrier, or teams that expect their people (or us) to crunch.
  • Legal-wise, we won't work on projects with NDAs that require complete and indefinite project anonymity, or where our work goes uncredited.

If you're not sure whether your project fits, apply anyway and ask us.

FAQs

Why are you offering this now?

It's a rough time to be making games. There's less funding around, a lot of studios are smaller than they were, and we keep hearing from teams whose game is in good shape but who can't afford to hire another programmer. Even when just that little bit of help would make all the difference to getting their project set up right at the start, or across the finish line to release.

That sucks. We want to do something about it, and we have the skills to make a difference. So instead of the normal work we do to supplement our income at Yarn Spinner each year—corporate app and game dev for hire—we figured we'd take a pay-cut and spend the time betting on indies.

How much is 'a month of work'?

You won't get all four of us full-time for a month. You will get a month of focused work from whichever of us best suits the job. Sometimes that's one person, sometimes it's a couple of us passing it back and forth. About 1-2FTE is typical, and we'll tell you up front who's working on it.

That said, we are extremely productive. Each of us has 10-20 years of experience doing what we do, and we do it well. This allows us to move quickly while producing high-quality work, as we know from experience all the ways not to do things. Typically, this allows us to schedule about half the time to achieve the same engineering work as equivalent teams we've worked with.

What if we need more than a month of work?

We are not accepting applicants for multiple single-month slots in this offering. However, we are open to ongoing work at our usual rate, so you could either:

  • apply for one month of work at this discounted rate, then see if you need more
  • go straight to our normal consultation rate at yarnspinner.dev/hire-us that has more flexibility about timing and workload

Either way, we're happy to talk it through and work out an arrangement that suits you. No pressure either way.

What happens if you don't pick us?

We'll always let you know either way, and we'll hang on to your details in case more slots open up. You're also always welcome to work with us at our normal rates.

Are we required to be mates to qualify for this rate?

By being selected in this program, you become our mate. It is not the only way to become our mate, but it is one of the fastest. Mateship is compulsory and indefinite.

As is being able to recognise straight-faced Aussie humour.

Apply Now

Tell us what you're making and what you need help with. Short and sweet is fine. You can also email hello@yarnspinner.dev

Co-Development Engagement

A one-month co-development engagement with the Yarn Spinner team, at a fixed fee below our standard rates. The current intake is limited to 12 engagements, allocated by application.

FeeUS$5,000, fixed, plus applicable taxes
TermOne month
Availability12 engagements
DeliveryRemote, from Australia

Background

Funding across the games industry has contracted, and many studios no longer have budget for additional engineering capacity. As a result, viable projects are stalling, both close to release and in early development.

This engagement is intended to provide that capacity at reduced cost, with the aim of seeing more of these projects succeed. It may be scheduled at the start of a project, ahead of release, or at any point in between. Applications are assessed individually, and engagements are allocated to the projects where we expect to have the greatest impact.

Experience

The Yarn Spinner team developed games well before founding Yarn Spinner. Its original studio, Secret Lab, has operated for nearly 20 years, producing original titles, contract development, entertainment and serious games, museum and arts commissions, and games for education and outreach.

Throughout that period the studio has worked with a core team of two to four people, supplemented by up to four outsourced contributors per project. The team has extensive experience in scoping work to what a small team can deliver, and in extending its skills to meet the requirements of each project.

Co-development engagements with independent studios include Demonschool (Necrosoft), comprising Unity tooling for event and cutscene scripting and subsequent event scripting across much of the game, and SCP 5K (Affray Interactive), comprising the adaptation of Yarn Spinner to Unreal Engine 4 and a custom saliency system for dynamically casting nearby characters into narrative roles. Other engagements include Young Suns (KO_OP), comprising complex, dynamic storylets for the game's multiplayer narrative system; Breeze in the Clouds (Stormy Nights Interactive), comprising custom tooling for presenting scripted text within an interactive comic book with complex layout; and Saveseeker (Paper Sword Games), comprising migration of an in-house dialogue system to Yarn Spinner, development of the narrative system, and its integration with the game's content ahead of handover to additional developers.

Inclusions

  • One month of development work from the Yarn Spinner team
  • A fixed fee of US$5,000 plus applicable taxes, not billed hourly
  • Senior developers with shipped titles on Unity, Godot, Unreal and proprietary engines
  • A scoping call before commencement, and scheduled progress check-ins
  • Source code, documentation and a formal handover on completion
  • Dog photographs

Staffing

The engagement does not provide four full-time staff for one month. It provides one month of focused work from the team members best suited to the scope, which may be one person or several. Assigned staff are confirmed before the engagement begins.

NameRoleAreas
Paris Buttfield-AddisonProduction LeadWriting/narrative, production, programming, game design
Tim NugentDevelopment LeadProgramming, game design, mechanics, narrative
Jon ManningTechnologies Lead3D art, programming, game design, narrative
Mars Buttfield-AddisonOperations LeadProgramming, 2D art, game design, marketing

Scope of services

Most development work is in scope. Engagements deliver the most value where they unblock the wider team: foundational systems early in development, or outstanding technical issues before launch. Typical areas include:

AreaTypical work
Systems programmingSave systems, dialogue and quest systems, state machines and other core systems
Content pipelinesAutomated import of voice-over, localisation and script content from spreadsheets and other sources
Engine and portingEngine migration, platform ports, and performance work ahead of deadlines
Narrative integrationYarn Spinner integration, or migration from Ink, Twine or proprietary tools

Projects are not required to use Yarn Spinner. Projects significantly built around generative AI are not eligible.

Process

  1. Application. The applicant outlines the project and the work required.
  2. Selection. All applications are reviewed, and every applicant receives a decision.
  3. Planning. A scoping call to agree the work and confirm a start month.
  4. Delivery. One month of work, with progress check-ins throughout.
  5. Handover. Transfer of all work product, with a walkthrough.

Engagements run consecutively over the coming months. An immediate start is not required.

Terms

FeeUS$5,000 for one month of work, plus applicable taxes, including GST for clients in Australia. A written agreement setting out the scope is provided before commencement. View a sample agreement.
ExtensionsWork beyond one month is available by arrangement, on terms agreed with the client. There is no obligation to extend.
Intellectual propertyThe client owns all work produced for the project. Consistent with our standard contracts, Yarn Spinner retains the right to reuse general-purpose tools and code developed during the engagement.
LocationAustralia. Work is delivered remotely, with hours arranged to overlap with the client's.
TechnologyUnity, Godot, Unreal and proprietary engines. C#, C++, GDScript, Swift, TypeScript and others. Enquiries about other technology are welcome.
Unsuccessful applicationsApplicants are notified, and their details are retained in case further capacity becomes available. Engagements at standard rates remain available.

A sample agreement is available for review.

Read the sample agreement

Application

Applications may also be sent to hello@yarnspinner.dev.