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Gameplay Engineer

Devoted Studios · TELECOMMUTE · Posted Jul 7, 2026

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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:

Epic

Xbox

Meta

Obsidian Entertainment

Riot

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

Participate actively in code review: review peers' PRs with specificity, receive and act on feedback without defensiveness

Design Collaboration (~15%)

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 cal

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