Kubelt
About Meridial Meridial is a Focused Research Organisation (FRO) with a mission to bring connectomics into the living brain. We are building a platform for longitudinal, synapse resolution mapping of functional neural circuitry in preclinical models. Our aim is to deploy this platform for translational projects and improve drug development outcomes for disorders of the Central Nervous System. Meridial is a new not for profit FRO in the Convergent Research Ecosystem, powered by the Advanced Research and Invention Agency (ARIA). About the role Meridial is seeking an entrepreneurial Software Engineer to take ownership of the software systems at the heart of our multi photon microscopy platform. This is a broad hands on role spanning hardware control, data acquisition, user interfaces, and analysis pipelines. You will work at the intersection of software and science, collaborating closely with FPGA engineers, experimental neuroscientists, and a growing data team. The near term priority is maintaining, debugging, and extending our existing MATLAB based microscope control software. Immediate goals include adding new experimental functionality, improving data handling, and developing real time analysis modules. You will need to learn the workings of a legacy system quickly, including by working with external contractors, and deploy solutions with an eye toward future fundamental improvements. Longer term, you will help define and drive the architectural evolution of the software stack, potentially including migration from MATLAB toward open source systems. As the company grows, there will also be opportunities to contribute to data architecture, offline scientific analysis pipelines, and web portals. This role will report to the Director of Engineering and work closely with experimentalists, with clear scope to grow into technical leadership of the software function. Key Responsibilities Own and evolve the microscope software stack, from low level hardware control to user interfaces and real time analysis layers Maintain, debug, and extend the existing MATLAB codebase as the near term priority, keeping experimental workflows unblocked Develop and maintain new interfaces for data acquisition, instrument control, and synchronisation across complex instrument subsystems Collaborate with FPGA engineering to define and implement software control and acquisition architectures Work across software and mechatronics boundaries - stages, robotic platforms, motion control, inverse kinematics, and collision avoidance Build and evolve real time and offline image analysis pipelines supporting the full experimental workflow Work with the team to translate scientific requirements into robust software systems Contribute to longer term architectural evolution - modularising the stack, defining APIs, and evaluating migration pathways toward more scalable and maintainable systems Required Qualifications Strong background in software engineering for hardware integrated or instrumentation systems Experience with Python for data analysis and pipeline development Experience designing modular software architectures: layered systems, clean APIs, separation of concerns Experience interfacing software with hardware: data acquisition, control systems, synchronisation Ability to work across abstraction layers, from low level control to higher level application logic Strong debugging and problem solving skills across software, hardware, and system level interactions Preferred Qualifications Degree in Computer Science, Software Engineering or related field Genuine scientific curiosity - an interest in neuroscience, imaging, or the underlying biology is a real advantage Experience with scientific instrumentation, microscopy, or imaging systems Proficiency in systems level programming - Rust, C, or C++ - with a focus on performance, reliability, and maintainability Exposure to large scale or longitudinal data processing (e.g. volumetric or time series datasets) Experience refactoring or migrating software into modern architectures Familiarity with motion control, robotics, or kinematic systems Experience working with or alongside FPGA based systems Physical Demands Fine motor skills for operating computers and lab/instrumentation tools Position Type / Schedule Full time, 40 hours per week Lab location based in London or Cambridge - ability to travel to both preferred Work arrangement: Hybrid with expected regular onsite presence Salary: 85,000 - 100,000 GBP per year. We are an Equal Employment Opportunity employer and do not make hiring or employment decisions on the basis of race, color, religion or religious belief, ethnic or national origin, nationality, sex, gender, gender identity, sexual orientation, disability, age, military or veteran status, or any other characteristic protected by applicable law or company policy. We strive for a diverse, healthy and safe workplace and strictly prohibit harassment of any kind.
About Meridial Meridial is a Focused Research Organisation (FRO) with a mission to bring connectomics into the living brain. We are building a platform for longitudinal, synapse resolution mapping of functional neural circuitry in preclinical models. Our aim is to deploy this platform for translational projects and improve drug development outcomes for disorders of the Central Nervous System. Meridial is a new not for profit FRO in the Convergent Research Ecosystem, powered by the Advanced Research and Invention Agency (ARIA). About the role Meridial is seeking an entrepreneurial Software Engineer to take ownership of the software systems at the heart of our multi photon microscopy platform. This is a broad hands on role spanning hardware control, data acquisition, user interfaces, and analysis pipelines. You will work at the intersection of software and science, collaborating closely with FPGA engineers, experimental neuroscientists, and a growing data team. The near term priority is maintaining, debugging, and extending our existing MATLAB based microscope control software. Immediate goals include adding new experimental functionality, improving data handling, and developing real time analysis modules. You will need to learn the workings of a legacy system quickly, including by working with external contractors, and deploy solutions with an eye toward future fundamental improvements. Longer term, you will help define and drive the architectural evolution of the software stack, potentially including migration from MATLAB toward open source systems. As the company grows, there will also be opportunities to contribute to data architecture, offline scientific analysis pipelines, and web portals. This role will report to the Director of Engineering and work closely with experimentalists, with clear scope to grow into technical leadership of the software function. Key Responsibilities Own and evolve the microscope software stack, from low level hardware control to user interfaces and real time analysis layers Maintain, debug, and extend the existing MATLAB codebase as the near term priority, keeping experimental workflows unblocked Develop and maintain new interfaces for data acquisition, instrument control, and synchronisation across complex instrument subsystems Collaborate with FPGA engineering to define and implement software control and acquisition architectures Work across software and mechatronics boundaries - stages, robotic platforms, motion control, inverse kinematics, and collision avoidance Build and evolve real time and offline image analysis pipelines supporting the full experimental workflow Work with the team to translate scientific requirements into robust software systems Contribute to longer term architectural evolution - modularising the stack, defining APIs, and evaluating migration pathways toward more scalable and maintainable systems Required Qualifications Strong background in software engineering for hardware integrated or instrumentation systems Experience with Python for data analysis and pipeline development Experience designing modular software architectures: layered systems, clean APIs, separation of concerns Experience interfacing software with hardware: data acquisition, control systems, synchronisation Ability to work across abstraction layers, from low level control to higher level application logic Strong debugging and problem solving skills across software, hardware, and system level interactions Preferred Qualifications Degree in Computer Science, Software Engineering or related field Genuine scientific curiosity - an interest in neuroscience, imaging, or the underlying biology is a real advantage Experience with scientific instrumentation, microscopy, or imaging systems Proficiency in systems level programming - Rust, C, or C++ - with a focus on performance, reliability, and maintainability Exposure to large scale or longitudinal data processing (e.g. volumetric or time series datasets) Experience refactoring or migrating software into modern architectures Familiarity with motion control, robotics, or kinematic systems Experience working with or alongside FPGA based systems Physical Demands Fine motor skills for operating computers and lab/instrumentation tools Position Type / Schedule Full time, 40 hours per week Lab location based in London or Cambridge - ability to travel to both preferred Work arrangement: Hybrid with expected regular onsite presence Salary: 85,000 - 100,000 GBP per year. We are an Equal Employment Opportunity employer and do not make hiring or employment decisions on the basis of race, color, religion or religious belief, ethnic or national origin, nationality, sex, gender, gender identity, sexual orientation, disability, age, military or veteran status, or any other characteristic protected by applicable law or company policy. We strive for a diverse, healthy and safe workplace and strictly prohibit harassment of any kind.
Kubelt
CCP are seeking an experienced Senior Level Designer to help craft immersive, competitive, and replayable experiences for EVE Vanguard. Department: Game Design & Employment Type: Permanent - Full Time & Location: London & Workplace type: Hybrid. Your Tasks Own and deliver high-quality levels across PvP, PvE, and Sandbox modes without supervision Drive level design from concept through block-out, iteration, polish, and release Create engaging multiplayer spaces that balance flow, readability, fairness, and tactical depth Design PvE encounters that support pacing, difficulty curves, and co-operative gameplay Build systemic sandbox environments that encourage player agency, experimentation, and emergent gameplay Collaborate closely with design, art, engineering, and production teams, taking full accountability for quality, timelines, and outcome Use playtesting, telemetry, and player feedback to iterate and refine maps post-launch Deliver regular content updates in a live service environment, including seasonal drops, map variants, and limited-time modes Establish and uphold best practices, pipelines, and documentation, raising the standard for ownership and delivery across the team Proactively identify problems, propose solutions, and unblock yourself without waiting for direction Your Profile 5+ years of experience in level design, with at least one shipped FPS title Strong portfolio demonstrating PvP, PvE, and Sandbox level design work Proven track record of designing competitive multiplayer maps with strong flow, spawn logic, and balance unsupervised Experience working independently, crafting PvE spaces with encounter design, AI placement, and narrative/environmental storytelling Understanding of sandbox design principles, including systemic gameplay and player-driven outcomes Experience working in a live service model, including post-launch content creation and iteration Proficiency with industry-standard tools (e.g., Unreal Engine, proprietary editors) Strong understanding of player behavior, engagement loops, and retention strategies Excellent communication and cross-discipline collaboration skills Portfolio Expectations Playable or video walkthroughs of PvP maps, highlighting flow, sightlines, spawn systems, and balance decisions Examples of PvE levels, demonstrating encounter design, pacing, and use of AI Sandbox environments that showcase emergent gameplay and systemic thinking Documentation or breakdowns explaining design goals, constraints, iteration process, and outcomes Evidence of post-launch updates, including how player feedback or data informed changes Clear articulation of your individual contribution to each project What Success Looks Like You consistently deliver maps that players want to replay Your designs balance creativity with competitive integrity You respond quickly and effectively to player feedback in a live environment You elevate the quality of the team through ownership, quality of output and setting a great example What We Can Offer You The inspiring challenge of working on a pioneering, ambitious project with great coworkers. An opportunity to learn and grow within an international company. A multicultural work environment that encourages growth, creativity, and innovation. Free lunches, breakfasts, drinks, and snacks in the studio. A family friendly work environment with flexible work hours. Employer contributory pension plan. Life Insurance. Private medical and Dental paid for you and your family. Annual Commuting Allowance. Monthly Home Working Allowance. Annual Fitness Allowance. Discretionary quarterly and annual performance sharing plan. About Fenris Creations Fenris Creations is an independent video game developer headquartered in Reykjavík, Iceland, with studios in London and Shanghai. Founded in 1997, the studio is renowned for creating deep, player-driven virtual worlds that connect communities across the globe. Fenris Creations rose to international acclaim with the launch of EVE Online in 2003, a groundbreaking MMORPG that redefined emergent gameplay and player-driven storytelling. Since then, the company has continued to push boundaries through ambitious game development, technological innovation and immersive online experiences. At Fenris Creations, we believe great virtual worlds are built through collaboration, curiosity, and courage. We create an environment where respect, open dialogue, and creativity thrive, empowering both our teams and our players to shape meaningful experiences together. Now independently owned once again as of May 2026, Fenris Creations continues its mission to pioneer the future of virtual worlds and online games. Our name draws inspiration from Norse mythology and honors the studio's very first published game concept, Hættuspilið ("Danger Game"), created in 1997. Join us in building worlds more meaningful than real life.
CCP are seeking an experienced Senior Level Designer to help craft immersive, competitive, and replayable experiences for EVE Vanguard. Department: Game Design & Employment Type: Permanent - Full Time & Location: London & Workplace type: Hybrid. Your Tasks Own and deliver high-quality levels across PvP, PvE, and Sandbox modes without supervision Drive level design from concept through block-out, iteration, polish, and release Create engaging multiplayer spaces that balance flow, readability, fairness, and tactical depth Design PvE encounters that support pacing, difficulty curves, and co-operative gameplay Build systemic sandbox environments that encourage player agency, experimentation, and emergent gameplay Collaborate closely with design, art, engineering, and production teams, taking full accountability for quality, timelines, and outcome Use playtesting, telemetry, and player feedback to iterate and refine maps post-launch Deliver regular content updates in a live service environment, including seasonal drops, map variants, and limited-time modes Establish and uphold best practices, pipelines, and documentation, raising the standard for ownership and delivery across the team Proactively identify problems, propose solutions, and unblock yourself without waiting for direction Your Profile 5+ years of experience in level design, with at least one shipped FPS title Strong portfolio demonstrating PvP, PvE, and Sandbox level design work Proven track record of designing competitive multiplayer maps with strong flow, spawn logic, and balance unsupervised Experience working independently, crafting PvE spaces with encounter design, AI placement, and narrative/environmental storytelling Understanding of sandbox design principles, including systemic gameplay and player-driven outcomes Experience working in a live service model, including post-launch content creation and iteration Proficiency with industry-standard tools (e.g., Unreal Engine, proprietary editors) Strong understanding of player behavior, engagement loops, and retention strategies Excellent communication and cross-discipline collaboration skills Portfolio Expectations Playable or video walkthroughs of PvP maps, highlighting flow, sightlines, spawn systems, and balance decisions Examples of PvE levels, demonstrating encounter design, pacing, and use of AI Sandbox environments that showcase emergent gameplay and systemic thinking Documentation or breakdowns explaining design goals, constraints, iteration process, and outcomes Evidence of post-launch updates, including how player feedback or data informed changes Clear articulation of your individual contribution to each project What Success Looks Like You consistently deliver maps that players want to replay Your designs balance creativity with competitive integrity You respond quickly and effectively to player feedback in a live environment You elevate the quality of the team through ownership, quality of output and setting a great example What We Can Offer You The inspiring challenge of working on a pioneering, ambitious project with great coworkers. An opportunity to learn and grow within an international company. A multicultural work environment that encourages growth, creativity, and innovation. Free lunches, breakfasts, drinks, and snacks in the studio. A family friendly work environment with flexible work hours. Employer contributory pension plan. Life Insurance. Private medical and Dental paid for you and your family. Annual Commuting Allowance. Monthly Home Working Allowance. Annual Fitness Allowance. Discretionary quarterly and annual performance sharing plan. About Fenris Creations Fenris Creations is an independent video game developer headquartered in Reykjavík, Iceland, with studios in London and Shanghai. Founded in 1997, the studio is renowned for creating deep, player-driven virtual worlds that connect communities across the globe. Fenris Creations rose to international acclaim with the launch of EVE Online in 2003, a groundbreaking MMORPG that redefined emergent gameplay and player-driven storytelling. Since then, the company has continued to push boundaries through ambitious game development, technological innovation and immersive online experiences. At Fenris Creations, we believe great virtual worlds are built through collaboration, curiosity, and courage. We create an environment where respect, open dialogue, and creativity thrive, empowering both our teams and our players to shape meaningful experiences together. Now independently owned once again as of May 2026, Fenris Creations continues its mission to pioneer the future of virtual worlds and online games. Our name draws inspiration from Norse mythology and honors the studio's very first published game concept, Hættuspilið ("Danger Game"), created in 1997. Join us in building worlds more meaningful than real life.