Gameplay Programmer - Unreal Engine (Multiplayer FPS/TPS)

TRIPLO Z LLC
United States
5 days ago
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Role details

Contract type
Contract
Employment type
Part-time (≤ 32 hours)
Experience level
Expert
Experience required
4 years minimum
Compensation
$180,000.0
Working hours
Regular working hours
Languages
English, Portuguese

Tech stack

Computer Animation C++ (Programming Language) Computer Programming State Machines Unreal Engine

Job description

We’re looking for a Senior Gameplay Programmer specializing in Unreal Engine and multiplayer gameplay.

Your focus will be on the systems players interact with directly: character movement, traversal, shooting, animation integration, and networked gameplay.

Movement is central to our competitive experience. We need someone who understands how responsiveness, consistency, and network performance affect gameplay, and who has hands-on experience delivering those systems in production.

This is a hands-on engineering role with significant technical ownership.

What You’ll Work On

  • Character Controller: Build responsive, predictable, network-authoritative movement that remains reliable under latency.
  • Traversal and Parkour: Implement climbing, vaulting, mantling, and sliding while maintaining readability and competitive fairness.
  • Shooting and Combat: Develop weapon systems, hit registration, recoil, spread, client-side prediction, and server reconciliation.
  • Animation Integration: Collaborate with animation to implement state machines, blending, and locomotion systems that support responsive gameplay.
  • Multiplayer Architecture: Handle replication, prediction, rollback considerations, and anti-cheat requirements across gameplay systems.
  • Technical Foundations: Help define the early architecture of our gameplay systems and build maintainable solutions that can evolve throughout production.

Requirements

  • 5+ years of professional gameplay programming experience, including significant Unreal Engine experience with C++ and Blueprints.
  • At least one shipped multiplayer title.
  • Deep practical experience with replication, client-side prediction, server reconciliation, lag compensation, and their trade-offs.
  • Hands-on FPS or TPS gameplay development experience, particularly character movement and/or weapon systems.
  • Ability to make architectural decisions in early production, work with incomplete information, and adapt solutions as the project evolves.
  • Strong written and verbal communication skills.
  • Ability to collaborate in a Portuguese-speaking team. Fluent English is also acceptable if you’re comfortable working in that environment.
  • A portfolio or code samples demonstrating gameplay systems you personally developed. Videos showcasing your work are especially valuable.

Nice to Have

  • Production experience with Unreal Engine’s Gameplay Ability System (GAS).
  • Experience developing custom Character Movement Components or alternative movement systems.
  • Experience with Animation Blueprint optimization, Motion Matching, or layered animation.
  • Knowledge of dedicated servers, matchmaking, leaderboards, or ranking systems.
  • Experience migrating projects from Unity to Unreal Engine.
  • Familiarity with competitive shooters and a strong understanding of gameplay feel.

Benefits & conditions

Triplo Z | Remote (Brazil / Latin America) | PJ / Contractor | R$8,000-R$15,000/month The Project We’re building a competitive 6-player multiplayer shooter for PC in Unreal Engine, combining first- and third-person gameplay, fast, movement-driven combat, global leaderboards, and a competitive ranking system.

The game design is defined, but the gameplay architecture is still taking shape. We’ve recently migrated from Unity to Unreal Engine and are rebuilding the project close to the ground up.

You’ll have a direct influence on the technical foundations of the game, particularly its movement, combat, and multiplayer systems.

We’re a small team of four senior developers. There are no juniors to manage or multiple layers of approval. You’ll own your systems end to end and work closely with the rest of the team to make the right technical decisions.

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