Gameplay Engineer

Devoted Studios

United States

Remote

USD 120,000 - 180,000

Full time

14 days+
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Benefits offered by this job

Remote-first
Global time-zone collaboration
Industry-standard benefits

Job summary

Devoted Studios, a globally remote game development partner, seeks a Gameplay Engineer fluent in C++ and Unreal Engine 5 to translate designer briefs into production-grade code for AAA titles across platforms.

You will own gameplay systems, GAS, animation integration, and multiplayer replication, collaborating with designers to ship features with robust performance across platforms.

Remote-first culture emphasizes clear async communication and rigorous testing to ensure stability after patches.

Qualifications

  • 5+ years of professional game development experience with at least 3 years in AAA or mid-tier shipped titles.
  • Deep Unreal Engine 5 experience in C++: Gameplay Framework (Actor, Component, GameMode, GameState, PlayerController), GAS, CharacterMovement, Anim BP integration
  • Strong C++ fundamentals: memory management, data-oriented thinking, performance-aware coding
  • Blueprint proficiency — not just reading it, but building designer-facing tooling in it

Responsibilities

  • Implement gameplay systems from designer briefs: combat, abilities, movement, AI behaviours, progression, inventory, interaction, camera — scope varies by engagement
  • Build reusable, maintainable, testable gameplay code in C++ (and Blueprint where appropriate) within Unreal Engine 5
  • Own Gameplay Ability System (GAS) implementation — AttributeSets, Abilities, GameplayEffects, GameplayCues — on engagements where GAS is in use
  • Implement animation-gameplay integration: Anim Notifies, state-driven Anim BPs, root motion handling, blendspaces
  • Implement multiplayer-safe gameplay code on engagements with networking requirements — replication, client-server authority, lag compensation
  • Profile and optimise gameplay code to target platform budgets — CPU frame time, tick overhead, replication cost
  • Write code that is reviewable: clean, commented where logic is non-obvious, consistent with project standards
  • Catch and fix gameplay bugs — including edge cases, exploit patterns, and regression from live updates
  • Participate actively in code review: review peers’ PRs with specificity, receive and act on feedback without defensiveness
  • Work directly with gameplay designers to translate design intent into engine behaviour — close the gap between what is specced and what ships
  • Identify implementation risks in design briefs early — before they become rework — and propose alternatives when the spec is not buildable as written
  • Expose gameplay parameters to designers in a way that is tunable without engineering involvement (Blueprint exposed properties, Datatable-driven tuning, etc.)
  • Remote-first habits: clear async communication, writes things down, doesn’t create silent dependencies
  • Experience with multiplayer gameplay replication (nice to have)
  • Strong game design sensibility — can tell good gameplay from broken gameplay and articulate why

Skills

C++
Unreal Engine
Gameplay programming
Blueprint scripting
Networking (replication)

Tools

Unreal Engine 5
Gameplay Ability System (GAS)

Job description

Description

Devoted Studios is a globally remote game development company specializing in Co-development, Porting, and End-to-End Art Production for the global gaming industry. We collaborate across time zones to support projects on all major platforms, engines and styles - from AAA titles to emerging technologies.

Our team includes world-class talents who bring deep expertise in external development, pipeline optimization, and creative problem-solving. Whether it’s porting games to new systems, enhancing gameplay features, or crafting stunning visuals, Devoted Studios operates as a trusted, flexible extension of our partners’ internal teams.

We are proud to be the development partner of choice for industry leaders such as:

  • 2K
  • Xbox
  • Meta
  • Obsidian Entertainment
  • Turtle Rock Studios
  • Gearbox Software

We are seeking a Gameplay Engineer who is a specialist e a specialist — deeply fluent in C++ and Unreal Engine, experienced shipping AAA systems, and capable of taking a brief from a gameplay designer and turning it into production-quality code that holds up on every platform and survives every patch.

Key Responsibilities
Core Gameplay Systems (~50%)
  • Implement gameplay systems from designer briefs: combat, abilities, movement, AI behaviours, progression, inventory, interaction, camera — scope varies by engagement

  • Build reusable, maintainable, testable gameplay code in C++ (and Blueprint where appropriate) within Unreal Engine 5

  • Own Gameplay Ability System (GAS) implementation — AttributeSets, Abilities, GameplayEffects, GameplayCues — on engagements where GAS is in use

  • Implement animation-gameplay integration: Anim Notifies, state-driven Anim BPs, root motion handling, blendspaces

  • Implement multiplayer-safe gameplay code on engagements with networking requirements — replication, client-server authority, lag compensation

Quality & Performance (~25%)
  • Profile and optimise gameplay code to target platform budgets — CPU frame time, tick overhead, replication cost

  • Write code that is reviewable: clean, commented where logic is non-obvious, consistent with project standards

  • Catch and fix gameplay bugs — including edge cases, exploit patterns, and regression from live updates

Design Collaboration (~15%)
  • Participate actively in code review: review peers’ PRs with specificity, receive and act on feedback without defensiveness

  • Work directly with gameplay designers to translate design intent into engine behaviour — close the gap between what is specced and what ships

  • Identify implementation risks in design briefs early — before they become rework — and propose alternatives when the spec is not buildable as written

  • Expose gameplay parameters to designers in a way that is tunable without engineering involvement (Blueprint exposed properties, Datatable-driven tuning, etc.)

Documentation & Handoff (~10%)
  • Document systems clearly — architecture decisions, integration points, known limitations

  • Support technical handoffs between phases or teams: leave the codebase in a state that the next engineer can understand without a phone call

  • 5+ years of professional game development experience with at least 3 years in AAA or mid-tier shipped titles

  • At least 2 shipped commercial titles on PC or console as a gameplay engineer — prototypes and internal tools do not count

  • Deep Unreal Engine 5 experience in C++: Gameplay Framework (Actor, Component, GameMode, GameState, PlayerController), GAS, CharacterMovement, Anim BP integration

  • Strong C++ fundamentals: memory management, data-oriented thinking, performance-aware coding

  • Blueprint proficiency — not just reading it, but building designer-facing tooling in it

  • Experience with multiplayer gameplay replication (nice to have, not required for all engagements)

  • Strong game design sensibility — can tell good gameplay from broken gameplay and can articulate why

  • Remote-first habits: clear async communication, writes things down, doesn’t create silent dependencies

Preferred
  • Online multiplayer systems — Actor replication, GameplayEffects replication, ability prediction and correction
  • Console platform experience: certification pipelines, platform-specific constraints
  • Gameplay AI systems in UE5: Behavior Trees, EQS, AI Perception — not required but valuable for certain engagements
  • Prior co-development or external development experience

This would he a full-time employment role with standard industry benefits in Canada

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