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Agent guide: [/agents.md](https://www.wearedevelopers.com/agents.md). --- # Expert: Unreal Game Development (Contract, Remote) - **Company:** Patronus AI, Inc. - **Location:** United States (Remote available) - **Experience:** Experienced - **Salary:** $104,000.0 - $312,000.0 - **Contract:** Permanent contract - **Skills:** Plastic SCM, Training Data, AI Evaluation, Microsoft Windows, Artificial Intelligence, C++ (Programming Language), Video Game Development, Machine Learning, Perforce, Toolchain, Large Language Models, Build Tools, Unreal Engine, Jenkins - **Published:** October 23, 2026 - **Apply:** https://www.indeed.com/viewjob?jk=1f8f7a974aebf72b ## About the Role You don't need an AI background. You do need to be the kind of Unreal developer who knows what makes a task real work rather than busywork, and can tell when a requirement can be checked objectively and when it can't., * 3+ years of hands-on Unreal Engine development in one or more of the four areas above, as a gameplay programmer, technical designer, technical artist or level designer. You need to have built the work yourself, not only directed it. * Working command of the engine in your area (for example the gameplay framework and Gameplay Ability System, the material and Niagara systems, or greybox, nav mesh and encounter scripting), and the ability to open a project in UE 5.8, rebuild it, and work in both C++ and Blueprint * The habit of verifying behavior in the editor and in a packaged build, and of showing the evidence behind every conclusion * Clear, precise writing in professional English * Ability to work independently and asynchronously against deadlines * A Windows machine capable of running Unreal Engine 5.8 Nice to have * At least one shipped UE5 title, or several years on a single UE5 project in your role, ideally a shooter, action or multiplayer game * Experience with UE5 systems beyond your core area, such as Nanite, Lumen, World Partition, PCG, MetaSounds, Mass or Control Rig, and with shipping on more than one platform * Experience with the surrounding toolchain, such as Perforce or Plastic SCM, Unreal Build Tool and Unreal Automation Tool, Unreal Insights, RenderDoc and a CI system such as Horde or Jenkins * Prior experience writing or reviewing AI evaluation tasks, technical interview questions, tutorials, courses or engine documentation * Familiarity with how AI models fail on engine work * Some overlap with US working hours ## Description You'll design realistic Unreal Engine 5 tasks that an experienced developer, designer or artist could complete with the right project and tools, and that today's AI models get wrong. Each task is built around a brief we provide for a project area. You write the task the way you would hand it to a mid-level colleague, list the assets involved, build or document the reference solution and write acceptance checks a tester could verify without opinion. One task is about a working day of developer effort. Your work becomes evaluation and training data for frontier models., * Gameplay programming: C++ against engine source with Blueprint interop, and deep Gameplay Ability System work, including abilities, effects, attribute sets, gameplay cues and replicated abilities * Technical design: Blueprint-first mechanics, the game framework and game state, data tables and data assets, Enhanced Input, and prototyping a mechanic from a one-page concept * Technical art: the material editor and material instances, Niagara, hooking effects into gameplay cues, and performance budgets, with a clear sense of which visual requirements can be checked objectively * Level design: greybox to a brief, spawn and cover placement, nav mesh, and encounter scripting in Blueprint What you'll do * Author tasks from a short brief for a project area, written the way you would hand them to a mid-level colleague, with acceptance checks a tester could verify without opinion * Build the project materials a task needs, such as Blueprints, C++ classes, materials, levels and test maps * Solve each task end to end: implement the reference solution and document how you verified it * Write explicit scoring criteria that let two independent graders reach the same verdict, including acceptable alternative implementations * Review tasks written by others for realism and for whether the checks test the right thing * Incorporate reviewer feedback within agreed turnaround times and flag guideline gaps or edge cases you run into, * All tasks, project files and solutions are human-authored. LLM-generated code, content or text is not permitted. * Tasks and solutions must be original. Nothing may be copied from published or easily searchable sources, including tutorials and marketplace content. * Never include code, assets or project files from a current or former employer, client or studio, or anything covered by an NDA. All studios, projects and scenarios are fictional, and all code and content is your own. * Quality is judged on accuracy, rubric validity, difficulty and reviewer agreement, not volume.