Lead Technical Writer - Shared Technology Group

Frontier is an established, market leading independent developer and publisher of videogames for PC and consoles. Founded in 1994, we are based in the world-leading technology cluster and historic city of Cambridge, England. With a growing team of over 750 talented people, we are passionate about creating innovative genre-leading games and authentic worlds for our communities of players.  

We have achieved serial successes across a wide variety of titles including Elite DangerousPlanet CoasterJurassic World Evolution and Planet Zoo. We are continuing to grow our team to support our existing portfolio and an exciting and ambitious future roadmap, which includes the development of both own-IP titles and licensed-IP titles. Our IP-license partners include Universal (Jurassic World), Formula 1 and Games Workshop (Warhammer).We are also growing our team to continue the expansion of Frontier Foundry, our publishing label for games developed by carefully selected partner studios. 

We have a modern spacious studio located on the Cambridge Science Park in the heart of the Cambridge tech hub. For those who wish to relocate to the Cambridge area and work either entirely in the studio or flexibly between the studio and home, we can provide generous financial and practical support to facilitate your move. We are also able to offer remote working for those who would prefer to work almost exclusively from home or who are unable to relocate. We can discuss your preferences with you during the recruitment process.   

About Shared Technology Group (STG)

Our Shared Technology Group is primarily responsible for developing and maintaining our in-house engine Cobra. They also serve as a group of domain experts to advise game teams on technical problems, best practice and use of Cobra for their games.

Purpose of the Role

We are looking for a Lead Technical Writer to build and lead a technical writing team within our Shared Technology Group (STG). The STG development team are already motivated to provide excellent documentation but need your help to present it in the best possible way to their different audiences.

The different audiences in this case are the many game development teams that are using Cobra every day to make our portfolio of ambitious titles. Every game development team comprises a mixture of different skill areas such as artists, animators, audio designers, designers, programmers and more. Each of these skill areas have differing needs for their documentation. You will work with representatives for each of these areas to tailor the presentation and content to their specific needs.

Having a team dedicated to producing documentation is new to Frontier. This is a great opportunity for you to join us and shape not only the team you want to build but also the way documentation is authored and consumed.

Responsibilities

  • Recruit and line manage a technical writing team. Line management includes team development, performance management, coaching and mentoring.
  • Oversee the development and creation of high quality documentation, best standards and practices.
  • Work with internal (STG) and external (game and outsource) teams to obtain an in-depth understanding of Cobra, how it is used and the documentation requirements.
  • Produce high-quality documentation and tutorials that are appropriate for audiences with differing needs.
  • Define the requirements for the documentation platform.
  • Mentor and assist other members of the studio to produce and maintain documentation and tutorials of their own.

About You

  • Proven working experience in technical writing of software documentation.
  • Ability to deliver high quality documentation paying attention to detail.
  • Ability to quickly grasp complex technical and development concepts and make them easily understandable in text, pictures and/or videos.
  • Excellent written skills in English.
  • Experience managing or mentoring others is desirable.

What we can offer you

We offer the chance to work with talented and passionate people, developing and publishing sophisticated and enduring games in a creative and collaborative environment. We love what we do, and we work hard to provide outstanding experiences for our player communities. Frontier rewards this passion and determination by sharing in the company’s success and by supporting our teams to keep doing what they love.

Well-being is a big focus at Frontier and we are continually evolving how we can support our staff. We encourage a healthy work/life balance and host a range of well-being activities, initiatives and sessions to support both mental and physical health.

We offer a competitive salary and benefits package, which includes a success-based annual bonus, share option schemes, pension, life assurance, private family healthcare, flexitime working hours, enhanced maternity/paternity package, in-house subsidised catering, support with relocation, a Cycle to Work scheme and free bike servicing, and social events.

We welcome and encourage applications from qualified candidates regardless of sex, race, disability, age, sexual orientation, gender identity, marriage or civil partnership, pregnancy or maternity, religion or belief.


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Meet the team

Katherine

Principal Programmer

Hi! I'm Katherine and I'm a Principal Programmer on Frontier's in-house engine. I work on various aspects of engine coding, focussing on supporting new console platforms, and on feature requests from our game teams. I also help mentor new programmers who are starting at Frontier.

I joined Frontier as a Graduate Programmer in 2009, and Kinectimals for Xbox 360 was the first shipped title I worked on. I have been involved in developing many titles including Zoo Tycoon, Tales From Deep Space, Planet Coaster and Jurassic World Evolution, and have enjoyed working with the teams on those projects. Since moving to the engine, I have been involved in porting the engine to the next generation consoles and supporting game teams with recent console releases.

James

Senior Gameplay Programmer

Hey, I’m James. I’m a Senior Gameplay Programmer and currently Lead on Planet Zoo. My day-to-day role involves managing and supporting all the game features on a project, and collaborating with every other department to make sure things work as expected! I help the Programming Team to implement and maintain features on games, I also interview and train new programmers on the project.

I started in 2012, and have worked on a bunch of great games, such as Kinect Sports: Rivals, Screamride, Planet Coaster and Planet Zoo. It’s always been great to work with such a talented team of creatives. It’s also been lovely to see our work generate such a huge amount of love and creativity from the community of players that we keep working with. The company has grown a lot in the time I've been here and myself along with it.