Game Developer/Software Engineer
The job description
Tech stack. C++ or C#, Unity or Unreal Engine, game math (linear algebra), rendering basics, gameplay systems, performance profiling, multiplayer networking, asset pipelines
About the role
You will build games where engineering directly serves play: the frame rate, the game feel, and the fun all depend on the quality of your code. Game developers here own gameplay systems, engine-level optimizations, and the tools that let designers iterate at speed. You will work within the brutal constraints of real-time performance, where every millisecond of frame time is budgeted and every heap allocation is suspect. The work demands both technical rigor and creative empathy: understanding what makes a game feel great and engineering the systems that deliver that feeling reliably at 60 frames per second on real player hardware.
What you will achieve
- Ship gameplay features from rough prototype to polished release: character controllers, AI behaviors, or game systems tuned through close designer feedback
- Deliver rock-solid frame rates through profiling-driven optimization: hitting frame budgets on minimum-spec target hardware with headroom to spare
- Build engine-level systems for animation, physics integration, and asset pipelines that are robust, performant, and genuinely usable by the whole team
- Create developer tools including editors, debug visualizers, and tuning interfaces that multiply designer productivity and iteration speed
- Squash the long tail of gameplay bugs: edge cases, state machine issues, and multiplayer desyncs, with systematic reproduction and permanent fixes
What you will bring
Must-haves
- 2 to 5 years in game development with shipped titles on PC, console, or mobile built with Unity or Unreal Engine
- Strong C++ or C# skills with disciplined attention to performance: memory layout, cache behavior, and allocation patterns
- Solid game math foundations: linear algebra, transforms, interpolation techniques, and the physics intuition gameplay programming requires
- Experience with engine fundamentals: game loops, entity component systems, asset loading, and serialization approaches
- Profiling expertise: frame time analysis, CPU/GPU profiling tools, and systematic optimization of identified hot paths
- Understanding of real-time constraints: fixed timesteps, determinism requirements, and end-to-end latency budgets
- BS in Computer Science or equivalent experience
Nice-to-haves
- Multiplayer networking experience: client-side prediction, lag compensation, and server authority models
- Familiarity with shader programming in HLSL or GLSL and rendering pipeline fundamentals
- Knowledge of console certification requirements such as TCR or XR and the submission process
- Experience with live-service games: telemetry pipelines, game balancing, and content update workflows
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