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Agent guide: [/agents.md](https://www.wearedevelopers.com/agents.md). --- # Senior Programmer - **Company:** Vector Studios - **Location:** Basingstoke, UK - **Experience:** Expert - **Salary:** £75,000.0 - £95,000.0 - **Contract:** Permanent contract - **Skills:** Big Data, Business Software, C Sharp (Programming Language), C++ (Programming Language), Profiling, Code Review, Computer Programming, Continuous Integration, Data Structures, Memory Management, Video Game Development, Game Engine, Github, Perforce, DataOps, System Programming, Scripting, Git, Information Technology, Build Tools, Codebase, Front End Software Development, Unreal Engine, Software Coding, Software Version Control - **Published:** July 26, 2026 - **Apply:** https://uk.indeed.com/viewjob?jk=026377b0b944b7f9 ## About the Role Essential: * 7+ years professional programming experience in the games industry * Multiple shipped titles from recognised game studios * Expert knowledge of C#; strong C++ experience is a significant plus * Deep understanding of game engine architecture * Extensive experience with performance profiling and optimisation * Strong debugging skills in complex, multi-system codebases * Solid understanding of memory management, data-oriented design and threading * Experience mentoring other programmers and leading technical decisions * UK-based or willing to relocate Desirable: * Experience with Unity or Unreal Engine * Degree in Computer Science, Mathematics, Physics or related field * Strong mathematical background, especially linear algebra, geometry and numerical methods * Experience with consistent simulation, lockstep multiplayer or replay systems * Graphics programming, rendering pipelines or shader experience * Networking and multiplayer server experience * Build systems, CI/CD and tooling experience * Version control expertise (Git or Perforce) ## Description You will join the core engineering team building a large-scale real-time strategy game. As a senior programmer, you will own major systems, mentor junior team members, and help shape the architecture of a custom engine built for stability, consistency and performance under heavy load. You will work across gameplay systems, networking, tools and engine infrastructure. This is a hands-on role for someone who can design, implement and ship complex systems from start to finish. This is not: * Front-end web development or business applications * Blueprint-only scripting without engine-level understanding * Lightweight mobile or hyper-casual game development This is: * Hardcore systems programming for a large-scale PC game * Ownership of major engine or gameplay systems * Performance-critical code running under heavy load * Simulation, networking, rendering integration and tools * Problem-solving at the intersection of mathematics, memory layout and parallel execution Quality benchmark: You should have shipped multiple titles at recognised studios and be comfortable leading the design of complex C# or C++ systems. We are looking for engineers who think in terms of throughput, correctness and long-term maintainability. Relevant reference titles: Supreme Commander, Sins of a Solar Empire, StarCraft, Factorio, Dyson Sphere Program - games where scale, persistence and simulation consistency matter. Responsibilities * Design, implement and own major gameplay, simulation and engine systems * Profile and optimise CPU, memory and network performance across the codebase * Lead architecture decisions for simulation, networking and tools * Mentor and review code from junior and mid-level programmers * Build internal tools for design, content and QA workflows * Contribute to multiplayer netcode and server infrastructure * Establish coding standards, documentation and code review practices * Solve hard problems involving large datasets, concurrency and numerical precision, * Brief technical response: describe the most challenging performance or consistency problem you have solved in a shipped game and how you approached it * Short technical submission: provide pseudocode and a short explanation describing how you would design and implement a major RTS system (for example: unit selection, pathfinding, order queues, fog of war, or resource management). Include your reasoning for the data structures, performance considerations and how the system scales. * References from previous studios or leads ## Related Videos - [WeAreDevelopers LIVE - "Fun and games - and all that comes with it", Back to BASIC & more](https://www.wearedevelopers.com/videos/1719-wearedevelopers-live-fun-and-games-and-all-that-comes-with-it-back-to-basic-more) - [Innovating Developer Tools with AI: Insights from GitHub Next](https://www.wearedevelopers.com/videos/1268-innovating-developer-tools-with-ai-insights-from-github-next) - [How a Small Team Shrank a Microsoft Monorepo by 94%](https://www.wearedevelopers.com/videos/1236-how-a-small-team-shrank-a-microsoft-monorepo-by-94) - [Is it still C#? 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