<div class="content-intro"><h2 style="text-align: justify;"><span style="font-family: arial, helvetica, sans-serif;"><strong>About Patronus AI</strong></span></h2> <p style="text-align: justify;"><span style="font-family: arial, helvetica, sans-serif;">Patronus AI is a frontier lab developing simulation research and infrastructure to accelerate progress toward human-aligned AGI. We are on a mission to simulate all of the world’s intelligence.</span></p> <p style="text-align: justify;"><span style="font-family: arial, helvetica, sans-serif;">We are the team behind some of the earliest and most influential research in AI evaluation like<a class="css-173makr-linkStyle" href="https://arxiv.org/pdf/2311.11944" target="_blank"> <u>FinanceBench</u></a>,<a class="css-173makr-linkStyle" href="https://www.forbes.com/sites/rashishrivastava/2024/07/11/this-ai-powered-coach-catches-hallucinations-in-other-ai-models/" target="_blank"> Lynx</a>,<a class="css-173makr-linkStyle" href="https://arxiv.org/abs/2311.08370" target="_blank"> <u>SimpleSafetyTests</u></a>,<a class="css-173makr-linkStyle" href="https://www.cnbc.com/2024/03/06/gpt-4-researchers-tested-leading-ai-models-for-copyright-infringement.html" target="_blank"> <u>CopyrightCatcher</u></a>,<a class="css-173makr-linkStyle" href="https://arxiv.org/abs/2501.14249" target="_blank"> <u>Humanity’s Last Exam</u></a>, and more. We are formerly AI researchers and engineers from companies like Meta AI, Amazon AGI, and Google. Our customers include foundation model labs and Fortune 500 enterprises like Adobe. We are backed by top-tier investors like Lightspeed Venture Partners, Notable Capital, Stanford University, Noam Brown, Gokul Rajaram, and more.</span></p></div><h2><strong>At a glance</strong></h2> <ul> <li><strong>Engagement:</strong> Independent contractor, fully remote, asynchronous</li> <li><strong>Pay:</strong> $50 to $150 per hour. Some projects pay per task instead: you are paid when the full task is submitted, with a bonus for each accepted task. Strong performers move up within that range or onto productivity-based pay. The trial task is paid.</li> <li><strong>Commitment:</strong> 10 or more hours per week</li> <li><strong>Start:</strong> Rolling</li> <li><strong>Location:</strong> Remote</li> </ul> <h2><strong>The role</strong></h2> <p>You'll design realistic Unreal Engine 5 tasks that an experienced developer, designer or artist could complete with the right project and tools, and that today's AI models get wrong.</p> <p>Each task starts from a brief we provide for a project area. You write the task the way you would hand it to a mid-level colleague, list the assets involved, build or document the reference solution, and write acceptance checks a tester could verify without opinion. One task is about a working day of developer effort. Your work becomes evaluation and training data for frontier models.</p> <p>You don't need an AI background. You do need to be the kind of Unreal developer who knows real work from busywork, and can tell when a requirement can be checked objectively and when it can't.</p> <h2><strong>Areas we're hiring for</strong></h2> <p>Each area is defined by the asset you build, so you should fit exactly one. If you work across two, apply under the one where you spend most of your time.</p> <ul> <li><strong>Gameplay programming and technical design.</strong> C++ and Blueprint gameplay systems: the gameplay framework and game state, Enhanced Input, data assets, and the Gameplay Ability System's abilities, effects, attribute sets and cues. Making those systems work across a network belongs to the next area. <strong>Typical titles:</strong> Gameplay Programmer, Gameplay Engineer, Technical Designer, Systems Designer, Blueprint Scripter.</li> <li><strong>Multiplayer and network programming.</strong> Replication and RPCs, client prediction and reconciliation, dedicated servers, the Online Subsystem, sessions and matchmaking, and bandwidth and latency budgets. Any gameplay behavior that must hold up across a network belongs here. <strong>Typical titles:</strong> Network Programmer, Multiplayer Engineer, Online Services Engineer, Netcode Engineer.</li> <li><strong>Technical art, rendering and performance.</strong> Materials and instances, Niagara, Nanite and Lumen, and the hooks from effects into gameplay cues. Profiling and optimization belong here for every discipline. <strong>Typical titles:</strong> Technical Artist, VFX Artist, Shader Artist, Rendering Engineer, Graphics Programmer, Performance Engineer.</li> <li><strong>Level design and world building.</strong> Greybox to a brief, spawn and cover placement, nav mesh and encounter scripting in Blueprint, plus World Partition, PCG and streaming for large maps. Scripting that lives in one level belongs here, and reusable systems belong to gameplay programming. <strong>Typical titles:</strong> Level Designer, Senior Level Designer, World Builder, Environment Designer, Encounter Designer, Mission Designer.</li> </ul> <h2><strong>What you'll do</strong></h2> <ul> <li>Author tasks from a short brief for a project area, written the way you would hand them to a mid-level colleague, with acceptance checks a tester could verify without opinion.</li> <li>Build the project materials a task needs, such as Blueprints, C++ classes, materi