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Electronic Arts in the UK is seeking a Gameplay Programmer to help build and evolve core gameplay systems. You will work on player movement, combat and progression mechanics, translating design into playable software while iterating rapidly in a live engine environment.
The role emphasizes performance profiling, memory behavior and data layout, with ownership of engine work and collaboration with technical designers to tune features for quality and stability.
Gameplay programming turns a design document into something that runs. The work covers character control, combat, abilities, AI hooks, UI plumbing and the state that has to survive a session or a patch. Most of it happens in C++ or C#, inside Unreal or Unity, and a good part of the job is iteration: a designer wants a mechanic to feel different, and the loop from change to playable build has to stay short.
Performance comes with the territory. A feature that works in isolation still has to fit a frame budget on the target hardware, which is why profiling, memory behaviour and data layout appear in postings at every seniority level. On live games the same systems need backward compatibility, because saved player state outlives any single release.
The line to an engine programmer runs along ownership: engine work serves every feature equally, gameplay work serves one feature as well as possible. Technical designers sit on the other side, closer to tuning than to code.
Electronic Arts, King's Lynn and West Norfolk District (GB)