Software Engineer | (plugin and libraries)

Liquidnitro

Hyderabad

On-site

INR 1,400,000 - 2,600,000

Full time

14 days+
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Job summary

Liquidnitro Games is seeking a skilled Software Engineer/Programmer to build plugins, SDKs and libraries for Unity and Unreal used across mobile game projects. You will own API surfaces, package distributions, and ensure cross-platform compatibility while collaborating with artists, designers and other engineers.

The role requires strong C++ and C#, 4+ years in mobile game development, and experience shipping plugins or libraries consumed by teams or partners.

Qualifications

  • Bachelor’s or Master’s degree in CS, Engineering or related field.
  • 4+ years of experience in game/app development for mobile platforms (Android/iOS) using Unity and/or Unreal.
  • Experience building and shipping plugins, SDKs or shared libraries used by other teams or external partners.
  • Strong C++ and C# skills with solid architectural and software fundamentals.
  • Hands-on native platform development in Android (Java/Kotlin, JNI, Gradle) or iOS (Objective-C/Swift, Xcode).
  • Familiarity with source control, CI and automated build pipelines for libraries.

Responsibilities

  • Collaboratively work with developers, artists and designers to deliver cross‑platform mobile solutions.
  • Design, build and maintain plugins, SDKs and libraries for Unity and/or Unreal, including native Android/iOS layers.
  • Own the public API surface: versioning, backward compatibility, deprecation paths and upgrade guides.
  • Package libraries through UPM, UnityPackage or Unreal plugin formats for multi-engine compatibility.
  • Diagnose and resolve library-specific issues: dependencies, engine versions and memory ownership across managed/native boundaries.
  • Write sample projects, integration docs and automated tests to ease adoption by teams.
  • Collaborate with cross-functional teams to align with product roadmaps and timelines.
  • Estimate engineering effort across product life cycle and ensure high code quality.

Skills

C++
C#
Unity
Unreal
Mobile game development
API design

Education

Bachelor’s or Master’s degree in Computer Science or related field

Tools

JNI
Gradle
Xcode
CocoaPods

Job description

Liquidnitro Games is India’s flagship liveservices and game production company, founded by industry veterans with aproven track record in producing massively successful games & liveservices. For game companies, studios and publishers worldwide – we offer worldclass game development expertise to power creativity, growth and profitabilityin their games.

What’s in it?

We’re looking for a highly talented anddedicated Software Engineer/Programmer who is passionate about developingsoftware systems for games. As a software engineer you will be building theplugins, SDKs and shared libraries that our Unity and Unreal projects are builton, working in small teams that work closely together to create reusable,well-documented solutions that other engineers depend on every day. You willwork closely with the engineering lead to plan and streamline how theselibraries are built and rolled out, and will provide technical expertise,establishing best practices, and driving innovation within the team.

Responsibilities:
  • Collaboratively working withother developers, artists, designers and the rest of the team to deliverwell-architected and high-quality cross-platform mobile solutions.
  • Design, build and maintainreusable plugins, SDKs and libraries for Unity and/or Unreal, including thenative Android and iOS layers behind them.
  • Own the public API surface ofwhat you ship — versioning, backward compatibility, deprecation paths andupgrade guides for the teams consuming it.
  • Package and distributelibraries through UPM, .unitypackage or Unreal plugin formats, and keep thembuilding cleanly across the engine versions our projects use.
  • Diagnose and resolve theproblems specific to library work: dependency and symbol conflicts, engine andOS version fragmentation, build and link failures, and lifecycle or threadingmismatches between engine and native code.
  • Write and maintain sampleprojects, integration documentation and automated tests so teams can adopt yourlibraries without hand-holding.
  • Collaborate closely with thecross functional game development teams to execute on the roadmap/vision of ourgames.
  • Estimate engineering effortduring multiple stages of product life cycle.
  • Responsible for end-to-enddevelopment architecture, thus ensuring the code written to implement thearchitecture and design meets the highest standards regarding code quality andefficiency.
  • Stay up to date with the latestindustry trends, tools, and techniques, and evaluate their potentialapplication in the game development process.
  • Take part in regular code anddesign reviews to maintain consistency across the project.
  • Work closely with theengineering lead to scope, sequence and streamline library development, and tokeep what you build aligned with the needs of the consuming project teams.
  • Actively use and refineAI-assisted workflows — code generation, review, test authoring, documentationand tooling — and share what demonstrably works with the team.
Plugin &Library Development:
  • Designing a small, clean APIsurface and keeping it stable as the number of consumers grows.
  • Semantic versioning andmanaging breaking changes across multiple live projects sitting on differentengine versions.
  • Native interop — JNI andObjective-C/Swift bridging, marshalling, and memory ownership across themanaged/native boundary.
  • Dependency and transitivedependency conflicts: Gradle/AAR collisions, duplicate symbols, CocoaPods andSwift Package version pinning.
  • Build system integration:Gradle templates, Xcode post-process build steps, Unreal .Build.cs and .upluginconfiguration.
  • Threading and lifecyclecorrectness — main-thread marshalling, application pause/resume, and backgroundcallbacks re-entering managed code.
  • Debugging failures inside aconsumer’s project that you cannot reproduce locally: logging strategy,symbolication and crash triage.
  • Binary size, startup cost, andthe implications of code stripping, IL2CPP or equivalent on what you ship.
  • Keeping up with editor toolingchanges and first-party SDK and policy churn without breaking downstreamprojects.
Requirements:
  • Bachelor’s or Master’s degreein Computer Science, Engineering, or a related field.
  • 4+ years of experience ingame/application development for mobile platforms (Android and iOS) using Unityand/or Unreal.
  • Demonstrable experiencebuilding and shipping plugins, SDKs or shared libraries that were consumed byother teams or external partners.
  • Strong C++ and C# skills, withsolid architectural and software engineering fundamentals.
  • Hands-on native platformdevelopment in at least one of Android (Java/Kotlin, JNI, Gradle) or iOS(Objective-C/Swift, Xcode build phases, CocoaPods).
  • Knowledge of common datastructures and algorithmic solutions.
  • Experience with profiling anddebugging mobile applications.
  • Understanding of Crashlyticsand Google Play console.
  • Understanding of mobileapplication development guidelines defined by first parties (Apple and Google).
  • Familiarity with sourcecontrol, CI and automated build pipelines for producing and publishing libraryartifacts.
  • Excellent written, verbalcommunication skills and critical thinking skills — for this role,documentation is part of the deliverable.
  • A genuine passion for gamingand a deep understanding of the gaming industry.
  • Demonstrated interest orhands-on experience with AI-assisted development workflows (Copilot, Claude,Cursor or similar), and the ability to adapt AI tools into day-to-day workflowsto improve productivity — including judgement about where they help, where theydo not, and how to review their output critically.
Good to Have:
  • Shipped titles live on Androidor iOS.
  • Gameplay systems experience —Finite State Machines, Behaviour Trees, animation or physics integration.
  • Editor tooling: custominspectors, importers or build automation in Unity or Unreal.
  • Rendering awareness — shaders,batching, draw call and overdraw budgets.
  • Integrating third-party gameSDKs such as analytics, ads, IAP or attribution.
  • Performance work on low-enddevices: memory budgets, GC pressure and frame pacing.
  • Open-source contributions or apublished package used by others.
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