Game Developer - Remote
YO AI Labs
Charing Cross, United Kingdom
10 days ago
Role details
Contract type
Permanent contract Employment type
Full-time (> 32 hours) Working hours
Regular working hours Languages
English Experience level
Intermediate Compensation
£ 56KJob location
Remote
Charing Cross, United Kingdom
Tech stack
API
C++
Profiling
Code Review
Software Debugging
DirectX
Video Game Development
Game Engine
OpenGL Shading Language
Graphics Software
OpenGL
Performance Tuning
Systems Development Life Cycle
Multithreading
HLSL
Unreal Engine
Job description
- Design and develop game systems and engine-level features using C++ and game engines.
- Develop tools and modding related to games.
- Work on rendering pipelines, shaders, and real-time graphics systems.
- Optimize performance across CPU/GPU, memory, and rendering workloads.
- Build and extend tools, pipelines, and engine systems to support development.
- Collaborate with designers, artists, and engineers to deliver high-quality experiences.
- Debug complex issues related to rendering, performance, and cross-platform compatibility.
- Write clean, maintainable, and well-documented code.
- Participate in code reviews and contribute to technical decision-making.
Requirements
- 3-6 years of experience in game development or real-time graphics programming.
- Strong proficiency in C++.
- Hands-on experience with one or more graphics APIs: DirectX (DX11/12), Vulkan, OpenGL, or Metal.
- Solid understanding of Rendering pipelines.
- Solid understanding of Shaders (HLSL/GLSL).
- 3D math and real-time graphics concepts.
- Experience with Unreal Engine or similar game engines.
- Familiarity with performance optimization (CPU/GPU, memory, multithreading).
- Strong debugging and problem-solving skills.
- Ability to work independently in a remote, distributed team., * Experience with engine customization or low-level systems development.
- Familiarity with profiling tools (RenderDoc, PIX, Nsight, etc.).
- Experience working on cross-platform or performance-constrained environments.
- Exposure to tooling, pipelines, or editor extensions.
- Background in multiplayer or large-scale systems.