makRP

We're creating a standalone roleplaying multiplayer crime game.

Concept art: four mobsters, four duffel bags, one streetlamp.

concept art of makRP

It's like Garry's Mod DarkRP but better. Read more:

about the studio

Hi. Rocky and I (Tea) made this studio.

In 2014, we created our first game: The Final Stand.

It was the first standalone battle royale game ever. Before PUBG, before Fortnite, before all of them.

We got Steam Greenlight:

The Final Stand, Greenlit by the community on Steam.

Released a trailer:

And launched a Kickstarter:

Our 2014 Kickstarter, back when it was called The Survival Games.
during that time, we changed the name from The Survival Games to The Final Stand

Everyone was excited. Big YouTubers like Daithi De Nogla and MeatyLock wanted to play it.

But since we didn't have the funding, we couldn't finish the game.

Pretty impressive for two 15 year old kids who watched The Hunger Games and almost turned it into a video game.

(yes, we were 15 years old when we developed it so we used pseudonyms)

Now, we finished puberty, we have the funding, and a new game idea.

about the game

Rocky and I have been playing roleplaying games since we were 13.

SAMP, Garry's Mod, FiveM, even Roblox.

Problem is none of these were dedicated roleplaying games. They all relied on admins to keep the rules working, and that's exactly what kills roleplay.

So we're building makRP:

A standalone roleplaying crime game without any admins or rules.

Concept art: a 1920s back alley. The liquor importer might not import liquor.
makRP CONCEPT ART - mobsters

It's basically cops vs. robbers.

The robbers craft illegals, sell, make money, commit crimes, and expand:

Concept art: a basement grow room under magenta lights. Not tomatoes.
makRP CONCEPT ART - drugs

Police counter them:

Concept art: three cops standing over a body. Someone’s having a bad night.
makRP CONCEPT ART - police

Most of the game design is done:

Page one of our Phase 1 design doc.

Now we need people to help us build it.

where we are

game design
May 2026 – present
hiring/planning
Sep 4, 2026 – present
prototype
production/closed alpha
public alpha

Currently it's just us:

  • Rocky + Tea (game designers)

We have no office, no managers, and no health insurance yet.

But what we do have is a clear direction and a work style most studios don't.

our workstyle

We're staying small on purpose.

Big teams sacrifice quality and underpay people. I've seen it happen over and over. Besides, the game is straightforward so we don't need many people anyway.

I don't care when or where you work.

If you need a day off, take it. If you want to work at 2am, go for it.

As long as you finish your tasks before the deadlines, communicate and do great work, then work in whatever style you'd like.

As our game grows, your pay grows (performance-based bonuses). It makes no sense why I should keep our team's pay the same when we start making money from our game.

Speaking of money, we're not creating this game to get rich.

This is a passion project Rocky and I have been talking about since 2022.

Rocky and Tea, low-poly, walking a forest path at night.

We're spending our own money to build it and won't stop until it's released.

the 7 commandments

  1. work whenever you want
  2. we're allergic to interviews/meetings
  3. we make decisions in Discord + Trello
  4. if you need micromanaging, go work at Dairy Queen
  5. we look at actions not words
  6. if it's not simple, it's wrong
  7. good work = more pay

jobs

engine
Unity
location
Remote
hiring as of
now

open positions

hiring now

Game artist (Concept + 3D)

Come up with art style and visual direction.

apply here →

Game designer

Improve our ideas and make our game more fun/balanced.

page coming soon

Other roles

We'll need other roles in the near future. If you want to apply early, go ahead. Depending on your role, we may start early.

level design animation lighting VFX audio modeling UI design anything else you're great at

filled

closed

Programmer

Filled Sep 25, 2026

read closing note →

Technical artist

Filled Sep 2026

FAQ

are you indie or AAA?

Indie is written all over us. Small team, small budget, new studio. Doesn't mean we won't end up on Steam's front page ;)

are you using AI to make this game?

Yeah, but not like how other indie studios use it.

I've seen plenty of spaghetti code slop and AI generated assets built on other people's work without their consent.

I've also seen studios gut their dev teams because AI can generate 10,000 mediocre assets instantly.

I'm not here to debate on the morality of it. People can do whatever the hell they want.

But in the end, it's a tool like anything else.

We use it to move faster.

Game dev is full of tedious bullshit that slows everyone down. If AI can write 100 lines of code or create a blockout in ten minutes instead of two days, we're going to use it. In fact, it'd be stupid not to.

However, we don't use it for creativity.

I think Garry Newman put it best:

AI is like using porn. Use too much of it and you lose the ability to think.

So we use it to accelerate our workflow and production. But we still do all of the design and creative work.

TLDR - we use AI to assist our work so we can move faster and focus on creativity :)

how much do you pay?

It depends on the role. Each job page says how that role is paid.

Great work gets higher rates, and when the game makes money your rate grows with it.

how do I know this is a legit studio?

Anything on the internet should always be questioned. Here's what we can show you:

Yes, we are new. We just created this studio in 2026 and started hiring shortly after. But Rocky and I have been designing this game for months. I try to be as upfront as possible. If something feels off, walk away. I'm not here to steal your work or waste time.

contact

If you want to apply for a job, go to the jobs section.

If you have a specific question that wasn't answered in the FAQ, you can email me (Tea).

Keep it short. If you write 5 paragraphs, my cat will be the one reviewing it. He can't read.

jobs [at] makrp [dot] com copied