Unreal Developer
TigerRoll Studios · London
Опубликовано: 29 июня · Источник: Work With Indies
Location: Remote (UK-friendly hours)
Engagement: Long-term contract
Stack: UE5 · C++ · GAS · Blueprint
Blueprint focused aligned to our C++ Framework — own real gameplay features end-to-end on a shipping UE5 RPG.
You'll work close to the systems that make The Freeblades play. Our codebase is C++-first, and you'll need to read and understand that C++ confidently — but most of your day-to-day is extending it in solid, reliable Blueprint: fast to iterate, easy to review, and if something breaks at the framework layer, that's where the lead steps in. A lead engineer owns the big architectural calls; you own taking well-scoped work from there to done — built, tested, live, and bug-fixed. We're small, so what you ship matters and you'll see it in players' hands quickly.
What you'll do
Build and extend gameplay, UI and interaction systems in Blueprint, on top of our C++ framework (GAS, CMC, CommonUI, Enhanced Input)
Take well-scoped tasks — sometimes with heavy implementation guardrails from the lead — from brief to a working, reviewable result
Own QA and bug-fixing as real engineering: full end-to-end root cause analysis across live multiplayer systems, pulling the lead in on the trickier fixes
Go deep where you're strongest — motion matching / technical animation, GAS gameplay systems, or finishing and extending our CommonUI layer
What you bring
4+ years of paid, professional Unreal Engine experience (hard requirement)
Confident reading and understanding of C++ — you can follow our framework and extend it correctly, even though you'll build mostly in Blueprint
A working understanding of the Gameplay Ability System (GAS) and how its pieces fit together
Solid programming fundamentals, and clean, readable, well-commented, debuggable work that others can build on
Self-directed and autonomous — comfortable taking high-level direction, and you know when to link in for help rather than going dark
Source-control discipline (Perforce)
~15 hours a week of overlap with the lead, which can fall in evenings or weekends — we're flexible otherwise, but that overlap is required
Nice to have
Real depth in one of: motion matching / technical animation, GAS, CommonUI, or multiplayer and replication
Shipped a multiplayer title
Editor / pipeline tooling experience
A love of low-fantasy and co-op games
Hiring process
Short introductory chat
Focused take-home technical assessment
Technical interview building on your assessment
Decision
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