> Markdown version of [/jobs/ext/4624440-systems-engineer](https://www.wearedevelopers.com/jobs/ext/4624440-systems-engineer). Every page supports `.md` or `Accept: text/markdown`. Links point to the HTML versions so they work for humans too. Agent guide: [/agents.md](https://www.wearedevelopers.com/agents.md). --- # Systems Engineer - **Company:** That's No Moon, Inc. - **Location:** United States (Remote available) - **Experience:** Expert - **Salary:** $160,900 - $186,744 - **Contract:** Temporary contract - **Skills:** C++ (Programming Language), Computer Programming, Memory Management, Data Streaming, Unreal Engine - **Published:** November 7, 2026 - **Apply:** https://startup.jobs/senior-systems-engineer-thats-no-moon-entertainment-10707095 ## About the Role * Shipped at least one AAA game, with hands-on experience on current-generation consoles (PS5, Xbox Series X|S). * Strong knowledge of C++, including performance-oriented programming (memory layout, cache behavior, multithreading). * Proven CPU, GPU, and memory profiling and optimization experience, using tools such as Unreal Insights, PIX, Razor, or equivalent platform tools. * Experience with console memory management, asset streaming, and load-time optimization. * Strong math skills. * (Strongly preferred) Unreal Engine experience, ideally UE5. * (Bonus) Experience with console certification and submission processes. Qualities: * Good communication skills visually, verbally and written. * Work independently with minimal supervision. * Calm, pragmatic decision-making under deadline pressure. * Ability to resolve conflicts. TNM considers a number of factors when determining each role's base pay range, including industry benchmarks, location, experience, and other job specific skills. In addition to base pay, this role may be eligible for other incentive compensation including equity and profit share. The estimated base pay range for this role is U.S. only and not applicable for locations outside of the U.S. ## Description * Profile and optimize CPU, memory, and I/O performance on console platforms, driving the game to its frame-time, memory, and load-time targets ahead of certification and launch. * Diagnose hitches, streaming stalls, and memory pressure using platform and engine profiling tools, and fix root causes rather than symptoms. * Help maintaining core systems such as level loading and streaming, making sure they perform within console hardware constraints. * Break down optimization and stabilization work, assess dependencies and risk, and prioritize by impact with production and engineering leadership. * Collaborate with engineers and other disciplines to find solutions that protect both quality and performance. * Architect, implement, and maintain production quality C/C++ for systems, features, tools, and workflows. * Support console certification and platform requirements related to performance, memory, and stability. * Analyze different approaches to solve problems and discuss the tradeoffs between performance, quality, and risk late in production. * Write and maintain documentation on profiling workflows, performance budgets, and optimization findings.