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Unreal Developer

TigerRoll Studios · London

удалённоЗарубежРазработка

Опубликовано: 29 июня · Источник: Work With Indies

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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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