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Gameplay Engineer

  • Remote, Canada

Remote

This opening has closed.

The original listing is kept below for reference.

Job details

Workplace
Remote
Experience
5+ years of professional game development experience with at least 3 years in AAA or mid-tier shipped titles
Posting language
English
Posted

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Original job description

Archived listing. The details below describe a past opening.

Description

Devoted Studios is a globally remote game development company specializing in Co-development, Porting, and End-to-End Art Production for the global gaming industry. We collaborate across time zones to support projects on all major platforms, engines and styles - from AAA titles to emerging technologies.

Our team includes world-class talents who bring deep expertise in external development, pipeline optimization, and creative problem-solving. Whether it’s porting games to new systems, enhancing gameplay features, or crafting stunning visuals, Devoted Studios operates as a trusted, flexible extension of our partners’ internal teams.

We are proud to be the development partner of choice for industry leaders such as:

  • 2K
  • Xbox
  • Meta
  • Obsidian Entertainment
  • Turtle Rock Studios
  • Gearbox Software

We are seeking a Gameplay Engineer who is a specialist e a specialist - deeply fluent in C++ and Unreal Engine, experienced shipping AAA systems, and capable of taking a brief from a gameplay designer and turning it into production-quality code that holds up on every platform and survives every patch.

Key ResponsibilitiesCore Gameplay Systems (~50%)
  • Implement gameplay systems from designer briefs: combat, abilities, movement, AI behaviours, progression, inventory, interaction, camera - scope varies by engagement
  • Build reusable, maintainable, testable gameplay code in C++ (and Blueprint where appropriate) within Unreal Engine 5
  • Own Gameplay Ability System (GAS) implementation - AttributeSets, Abilities, GameplayEffects, GameplayCues - on engagements where GAS is in use
  • Implement animation-gameplay integration: Anim Notifies, state-driven Anim BPs, root motion handling, blendspaces
  • Implement multiplayer-safe gameplay code on engagements with networking requirements - replication, client-server authority, lag compensation
Quality & Performance (~25%)
  • Profile and optimise gameplay code to target platform budgets - CPU frame time, tick overhead, replication cost
  • Write code that is reviewable: clean, commented where logic is non-obvious, consistent with project standards
  • Catch and fix gameplay bugs - including edge cases, exploit patterns, and regression from live updates
  • Participate actively in code review: review peers' PRs with specificity, receive and act on feedback without defensiveness
Design Collaboration (~15%)
  • Work directly with gameplay designers to translate design intent into engine behaviour - close the gap between what is specced and what ships
  • Identify implementation risks in design briefs early - before they become rework - and propose alternatives when the spec is not buildable as written
  • Expose gameplay parameters to designers in a way that is tunable without engineering involvement (Blueprint exposed properties, Datatable-driven tuning, etc.)
Documentation & Handoff (~10%)
  • Document systems clearly - architecture decisions, integration points, known limitations
  • Support technical handoffs between phases or teams: leave the codebase in a state that the next engineer can understand without a phone call
  • 5+ years of professional game development experience with at least 3 years in AAA or mid-tier shipped titles
  • At least 2 shipped commercial titles on PC or console as a gameplay engineer - prototypes and internal tools do not count
  • Deep Unreal Engine 5 experience in C++: Gameplay Framework (Actor, Component, GameMode, GameState, PlayerController), GAS, CharacterMovement, Anim BP integration
  • Strong C++ fundamentals: memory management, data-oriented thinking, performance-aware coding
  • Blueprint proficiency - not just reading it, but building designer-facing tooling in it
  • Experience with multiplayer gameplay replication (nice to have, not required for all engagements)
  • Strong game design sensibility - can tell good gameplay from broken gameplay and can articulate why
  • Remote-first habits: clear async communication, writes things down, doesn't create silent dependencies
Preferred
  • Online multiplayer systems - Actor replication, GameplayEffects replication, ability prediction and correction
  • Console platform experience: certification pipelines, platform-specific constraints
  • Gameplay AI systems in UE5: Behavior Trees, EQS, AI Perception - not required but valuable for certain engagements
  • Prior co-development or external development experience

This would he a full-time employment role with standard industry benefits in Canada

More about this job

Responsibilities

Implement core gameplay systems such as combat, AI, and movement using C++ and Unreal Engine 5. Collaborate with designers to translate briefs into production-quality code while optimizing performance for target platforms.

Requirements

Requires 5+ years of professional game development experience with at least two shipped AAA or mid-tier commercial titles. Must be deeply fluent in C++, Unreal Engine 5, and the Gameplay Ability System.

Skills

  • C++
  • Unreal Engine 5
  • Gameplay Ability System (GAS)
  • Multiplayer Replication
  • Blueprint
  • Game Design
  • Performance Optimization
  • Animation Integration
  • AI Behaviors
  • Memory Management
  • Data-Oriented Design
  • Technical Documentation

Benefits

  • Standard Industry Benefits

Remote locations

  • Canada

Remote locations (standardized)

  • Canada

Visa sponsorship

Not detected in the job text

Categories

  • Software
  • Engineering
  • Creative & Media
  • Technology

Keywords

  • C++
  • Unreal Engine 5
  • GAS
  • AAA
  • Gameplay Engineering
  • Multiplayer
  • Replication
  • Blueprint
  • Anim BP
  • Behavior Trees
  • EQS
  • AI Perception
  • Performance Profiling
  • Co-development
  • PC
  • Console
  • Game Design
  • Memory Management
  • Data-oriented Thinking
  • Root Motion
  • Blendspaces

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