Game Developer - Remote
YO IT Consulting · Cambridge, England ·
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Job Title: Game Developer
Job Type: Contract
Location: Remote
Job Summary: Our customer’s team is seeking a Game Tools & Modding Engineer with strong rendering and engine-level experience to build high-performance, real-time applications. This role goes beyond gameplay—you’ll work on graphics systems, rendering pipelines, and low-level optimizations using technologies such as DirectX (DX11 and DX12), Vulkan, OpenGL, or similar APIs.
Key Responsibilities
- Design and develop game systems and engine-level features using C++ and game engines.
- Develop tools and modding related to games.
- Work on rendering pipelines, shaders, and real-time graphics systems.
- Optimize performance across CPU/GPU, memory, and rendering workloads.
- Build and extend tools, pipelines, and engine systems to support development.
- Collaborate with designers, artists, and engineers to deliver high-quality experiences.
- Debug complex issues related to rendering, performance, and cross-platform compatibility.
- Write clean, maintainable, and well-documented code.
- Participate in code reviews and contribute to technical decision-making.
Required Skills And Qualifications
- 3-6 years of experience in game development or real-time graphics programming.
- Strong proficiency in C++.
- Hands‑on experience with one or more graphics APIs: DirectX (DX11/12), Vulkan, OpenGL, or Metal.
- Solid understanding of Rendering pipelines.
- Solid understanding of Shaders (HLSL/GLSL).
- 3D math and real-time graphics concepts.
- Experience with Unreal Engine or similar game engines.
- Familiarity with performance optimization (CPU/GPU, memory, multithreading).
- Strong debugging and problem‑solving skills.
- Ability to work independently in a remote, distributed team.
Preferred Qualifications
- Experience with engine customization or low‑level systems development.
- Familiarity with profiling tools (RenderDoc, PIX, Nsight, etc.).
- Experience working on cross-platform or performance‑constrained environments.
- Exposure to tooling, pipelines, or editor extensions.
- Background in multiplayer or large-scale systems.
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