> DOUGo interactive
Game Engineer
format:Remote
c++replicationprofilingsqlci/cd
postgresqlgoc#rustredisnatsgrpc
> full description
We’re looking for an Unreal Engine 5 Developer to build the systems behind a persistent online world. You’ll own features end to end, from the UI a player clicks to the server code that validates it, and work closely with design, art, and production as the world grows.
This role is deliberately full-stack. Whoever builds inventory builds all of it: the client UI, the RPCs, the server validation, the persistence, the replication.
Responsibilities
- Own gameplay features end to end: client presentation, RPCs, server validation, persistence, and replication.
- Design and build server-authoritative systems where the client sends intents and predicts, and the server decides.
- Build and maintain the data layer behind persistent systems, including schemas, transactions, and migrations you can run on a live game.
- Profile and optimize on both sides, and tell a GPU problem from a game-thread problem from a hitch before you start changing code.
- Read, review, and improve systems you didn’t write.
- Build editor tooling and workflows so designers and artists aren’t waiting on an engineer.
- Work with design leads and artists to align systems with the intended feel and with technical constraints.
- Help set technical direction and standards as the codebase and team grow.
Minimum requirements
- 2+ years of professional experience with Unreal Engine 5.
- Strong C++. You’re comfortable in a large codebase, you think about ownership, lifetime, and cost by default, and you can read someone else’s system and improve it.
- Deep Unreal experience: UObject lifetime and garbage collection knowledge, replication (properties vs. RPCs), hard vs. soft references (streaming / lazy loading data), modules & build targets and the cook pipeline.
- Server-authoritative instinct. You understand why the client sends intents rather than results, why it predicts rather than decides, and what it costs to keep it that way while the game still feels responsive.
- Profiling as a habit. You measure before you optimize, and you can explain what a profile actually told you.
- Comfort with the layer you’re not deepest in. A client-leaning engineer shouldn’t be scared of SQL and transactions, and a server-leaning one should understand why the inventory screen can’t be 200 live widgets.
- You work well with designers and artists. A lot of this job is turning “it should feel like this” into systems and tools.
- Clear written and spoken English communication skills.
- Ability to work independently and as part of a remote, distributed team.
- Comfortable giving and receiving feedback in a fast-moving, iterative environment.
Nice to have
Most engineers lean one way or the other. Track A is server-leaning, Track B is client-leaning. We don’t expect anyone to check both columns, or even most of one. Tell us where you’re strong.
Either track
- Shipped or operated an MMO, persistent-world, or live-service game.
- Editor tooling (Editor Utility Widgets, commandlets, validators).
- Linux, containers, and CI/CD for game builds.
- Engine source contributions.
- Load testing at scale.
Track A (server)
- Iris replication, or relevancy and replication-graph work.
- Gameplay Ability System, or having built an equivalent from scratch.
- PostgreSQL at production scale, including live migrations or similar.
- Backend services in Go, C#, or Rust etc.
- Message bus work (Redis, NATS) and gRPC.
- Anti-cheat, exploit analysis, and live incident response.
Track B (client)
- Modular character and equipment pipelines.
- Animation depth (IK Rig, retargeting, animation budgeting).
- Rendering-adjacent knowledge: material cost, PSO precaching, texture streaming, virtual textures, Nanite and Lumen tradeoffs.
- World Partition and large-world streaming.
- UMG and Slate beyond menus: CommonUI, virtualized lists, localization.
- Enhanced Input, accessibility, and constrained-hardware budgeting.
We offer
- Long-term employment with competitive compensation, based on experience.
- Possibility to work remotely.
- Building something new and unique with a great team of like-minded gamers.
- A meaningful engineering role on an original IP, with real ownership over the systems you build.
- Flexible working arrangements across time zones.