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Agent guide: [/agents.md](https://www.wearedevelopers.com/agents.md). --- # Senior Game Engine Engineer, Platform in Redmond - **Company:** Energy Jobline - **Location:** Redmond, WA, United States - **Experience:** Expert - **Contract:** Permanent contract - **Skills:** Adobe Analytics, Computer Animation, Artificial Intelligence, Bullet (Software), C Sharp (Programming Language), C++ (Programming Language), Code Review, Nvidia CUDA, Computer Programming, Data Structures, Software Debugging, Programming Tools, Distributed Data Store, Memory Management, Middleware, Game Engine, Geospatial Intelligence, Job Scheduling, Python (Programming Language), Kinematics, Lua (Scripting Language), DataOps, Software Engineering, Verification and Validation (Software), Systems Integration, Multithreading, State Machines, Orbital Mechanics, Backend, Information Technology, Modeling and Simulation, Unreal Engine, Virtual Agents, Data Pipelines, Legacy Systems - **Published:** August 8, 2026 - **Apply:** https://www.energyjobline.com/job/senior-game-engine-engineer-platform-redmond-31392099 ## About the Role * Education: BS/MS in Computer Science, Software Engineering, Physics, Mathematics (or equivalent practical experience). * Experience: 5+ years in real-time/game physics engineering; 2+ shipped titles with substantial physics ownership (AA/AAA ). * Programming: Expert C++ (modern standards), data-oriented design, memory management, profiling/debugging (VTune, PIX, Nsight, RenderDoc, etc.). * Rigid-body dynamics, collision detection (GJK, SAT, continuous collision detection/time of impact), integration schemes (semi-implicit Euler, RK, constraint solvers). * Numerical stability, error control, and performance trade-offs under real-time constraints. * Engine Integration: Experience integrating physics with animation (animation blending, IK), gameplay systems, and rendering pipelines. * Performance: Multi-threading/job systems, SIMD/vectorization, cache-friendly data structures, frame/memory budgeting across platforms. * Collaboration: Proven ability to lead cross-disciplinary efforts and communicate complex technical topics clearly., * 5+ years' experience in Modern Game Engines & Middleware: Unreal Engine (Chaos), Unity (DOTS/Physics), Havok, Bullet, PhysX. * Custom engine experience is strongly . * 3+ years' experience in Advanced Simulation: Fracture systems, granular materials, vehicle tire models, buoyancy/aero effects; GPU compute (CUDA, compute shaders). * Experience with existing physics models and systems integration. * Networking: Deterministic simulation strategies, rollback/prediction, server authority models, cross-platform latency mitigation. * Console/Platform: Shipping experience on Xbox, PlayStation, Switch, and PC; familiarity with platform TRCs/TCRs and performance certification. * Tooling & Scripting: Python/C#/Lua for tools and editor extensions; in-engine visualization/debugging overlays. * Optimization Expertise: Broad-phase structures (sweep-and-prune, BVH), island building, sleeping strategies, CCD tunneling avoidance; job scheduling and affinity tuning. * Content Pipelines: Collaboration with design/tech art to create authoring guidelines for physics assets; LOD strategies for physics complexity. ## Description Job DescriptionJob DescriptionWorldscape is a cutting-edge platform designed to unify distributed data, sensors, and intelligent agents across cloud, on-prem, and edge environments. By combining geospatial intelligence, physics-based 3D simulation, and reward-driven AI, Worldscape enables organizations to build immersive digital twins for predictive modeling, scenario planning, and adaptive decision-making. With a zero-trust security framework, seamless integration with legacy systems, and robust developer tools, Worldscape empowers rapid deployment of agentic applications that drive resilience and efficiency in sectors like logistics, telecom, defense, and infrastructure. Key Attributes: * Innovation Mindset: Passion for pushing the boundaries of real-time physics in interactive simulation. * Leadership & Mentorship: Ability to guide developers, set technical direction for an area, and enforce best practices. * Problem-Solving: Creative and analytical approach to complex simulation challenges. * Communication: Clear articulation of technical concepts to non-technical stakeholders. Responsibilities: * Participate in setting physics architecture: Define data models, simulation loops, solver strategies, and integration points across engine and simulation systems. * Deliver core physics features: Collision detection (broad-phase/narrow-phase), entity controllers, vehicle dynamics with an emphasis on orbital mechanics, particles/fluid mechanics (with an emphasis on atmospheric dynamics), etc. * Integrate with simulation logic (gameplay) & animation: Build physics-driven interactions, authoring tools, and runtime hooks (e.g., inverse kinematics, state machines, event systems). * Performance ownership: Profile, optimize, and budget frame time and memory across platforms; lead multi-threading/Job System/SIMD efforts; evaluate GPU compute opportunities. * Stability & robustness: Establish test suites, golden scenarios, and verification and validation practices; reduce edge-case instability (stacking, tunneling, jitter, constraint drift). * Tooling & workflow: Build/debug tools, visualizers, probes, and authoring pipelines that accelerate designer iteration and QA efficiency. * Cross-functional leadership: Partner with back-end, AI, data pipeline, and platform teams; communicate constraints/trade-offs; align milestones with production. * Participate in code reviews, design docs, and coding standards; cultivate a high bar for craft, documentation, and reproducibility. ## Related Videos - [Building the platform for providing ML predictions based on real-time player activity](https://www.wearedevelopers.com/videos/944-building-the-platform-for-providing-ml-predictions-based-on-real-time-player-activity) - [How I built my own intelligent Robot Arm from Scratch](https://www.wearedevelopers.com/videos/100097-how-i-built-my-own-intelligent-robot-arm-from-scratch) - [Developing the Backend with Stefan Lingler, CTO at Shpock](https://www.wearedevelopers.com/videos/100360-developing-the-backend-with-stefan-lingler-cto-at-shpock) - [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) - [Playing Pong on a shoulder press machine](https://www.wearedevelopers.com/videos/100140-playing-pong-on-a-shoulder-press-machine) - [Nest.js - TypeScript in the backend can also be clean](https://www.wearedevelopers.com/videos/1033-nest-js-typescript-in-the-backend-can-also-be-clean) ## Related Articles - [Dev Digest 129 - Now that's what I call private data!](https://www.wearedevelopers.com/magazine/468-dev-digest-129-now-that-s-what-i-call-private-data) - [Dev Digest 120 - Apple and peers](https://www.wearedevelopers.com/magazine/455-dev-digest-120-apple-and-peers) - [What Jobs Can You Get with a Software Engineering Degree?](https://www.wearedevelopers.com/magazine/398-what-jobs-can-you-get-with-a-software-engineering-degree) - [Dev Digest 112 - The True Crime of AI Development](https://www.wearedevelopers.com/magazine/421-dev-digest-112-the-true-crime-of-ai-development) - [Highest Paying Tech Companies for Developers](https://www.wearedevelopers.com/magazine/220-highest-paying-tech-companies-for-developers) - [Dev Digest 121 - AI goes offline](https://www.wearedevelopers.com/magazine/456-dev-digest-121-ai-goes-offline)