Senior Game Engineer (Systems, Engine)
Telescope Games · Manchester
Опубликовано: сегодня · Источник: Work With Indies
Telescope Games is hiring a Senior Game Engineer to join our fully remote team of game developers. This is a broad engine and systems role on a Unity project. You'll work across core technology, the networking and simulation framework we build on, tooling, and the systems that hold the game together.
Our game runs on a deterministic, tick-based ECS simulation in C# beneath Unity, keeping all clients perfectly synced. We rely on fixed-point math, fixed-timestep logic, and efficient, allocation-free code. We’re looking for a versatile engineer who thrives on complex performance and logic challenges. If you have a solid engineering foundation and enjoy solving deep technical problems, you’ll fit right in. Prior experience with deterministic or rollback stacks is a bonus, but not required.
Compensation: $100,000 - $135,000 USD
Location: This is a fully remote role. We hire across time zones from PST to EST and welcome applicants located anywhere in that range.
Responsibilities
Build, extend, and maintain core engine and game systems, from the simulation layer up through the Unity presentation layer.
Implement features within our deterministic simulation framework and support networked play: input handling, session flow, reconnection, and replays.
Work on the Unity side as needed: asset and build pipelines, platform support, and editor tooling.
Diagnose and resolve difficult problems wherever they originate, including desyncs, hitches, crashes, and performance regressions.
Profile and optimize across all target platforms to keep the game within its CPU and memory budgets.
Partner with gameplay, design, and production to scope technical work and unblock the team.
Contribute to architecture decisions, code review, documentation, and mentoring.
Qualifications
5+ years of game development experience in an engine, core technology, or systems capacity, with at least one shipped title.
Strong C# fundamentals, including performance-sensitive code. A strong C++ background with willingness to work in C# is welcome.
Experience with Unity beyond gameplay scripting: editor tooling, asset and build pipelines, and profiling.
Comfort in a deterministic, fixed-timestep, data-oriented codebase, or the fundamentals to get there quickly.
Genuine breadth: a track record of picking up unfamiliar systems and becoming productive in them.
Rigorous debugging and profiling habits, and patience for problems that don't reproduce on demand.
Clear communicator who can explain technical tradeoffs to engineers and non-engineers alike.
Experience shipping on console or mobile, including certification and low-end device performance.
Nice to Have
Prior work with a deterministic simulation or predict/rollback networking framework.
Unmanaged or pointer-based C#, custom allocators, ECS architecture, or fixed-point math.
Experience with networked multiplayer and a solid grasp of authoritative simulation, client prediction, and latency.
Deterministic physics, pathfinding, character controller, or animation systems.
Backend or server-side work for real-time multiplayer, such as matchmaking, validation, or anti-cheat.
Bot and AI infrastructure such as state machines, behavior trees, or utility systems.
CI for games: automated multi-client testing, regression suites, or performance dashboards.
Background working with distributed, fully remote teams.
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