
Gameplay Engineer
Posted 5 days ago

Posted 5 days ago
This is a fully remote position, open to applicants in Canada.
• Develop gameplay systems based on designer briefs, including combat, abilities, movement, AI behaviors, progression, inventory, interaction, and camera, with varying scope depending on the engagement.
• Create reusable, maintainable, and testable gameplay code in C++ (and Blueprint where applicable) within Unreal Engine 5.
• Lead the implementation of the Gameplay Ability System (GAS), including AttributeSets, Abilities, GameplayEffects, and GameplayCues, for engagements utilizing GAS.
• Integrate animations with gameplay, focusing on Anim Notifies, state-driven Animation Blueprints, root motion handling, and blendspaces.
• Write multiplayer-safe gameplay code for engagements with networking needs, addressing replication, client-server authority, and lag compensation.
• Profile and optimize gameplay code to meet platform performance targets, including CPU frame time, tick overhead, and replication costs.
• Produce code that is easy to review: clear, well-commented where logic is complex, and consistent with project standards.
• Identify and resolve gameplay bugs, including edge cases, exploit patterns, and regressions from live updates.
• Actively engage in code reviews: provide detailed feedback on peers' pull requests and respond constructively to feedback.
• Collaborate closely with gameplay designers to effectively translate design intent into engine behavior, bridging the gap between specifications and final delivery.
• Recognize implementation risks in design briefs early on to prevent rework and suggest alternatives when specifications are not feasible as written.
• Make gameplay parameters accessible to designers in a tunable manner without requiring engineering intervention, such as through Blueprint-exposed properties or Datatable-driven tuning.
• Clearly document systems, including architecture decisions, integration points, and known limitations.
• Facilitate technical handoffs between phases or teams by ensuring the codebase is left in a comprehensible state for the next engineer.
• Over 5 years of professional game development experience, with a minimum of 3 years on AAA or mid-tier shipped titles.
• At least 2 commercially released titles on PC or console as a gameplay engineer; prototypes and internal tools are not considered.
• Extensive experience with Unreal Engine 5 in C++, covering Gameplay Framework (Actor, Component, GameMode, GameState, PlayerController), GAS, Character Movement, and Animation Blueprint integration.
• Strong foundation in C++ fundamentals, including memory management, data-oriented thinking, and performance-aware coding practices.
• Proficiency in Blueprint, not just in understanding but also in creating designer-facing tools.
• Experience with multiplayer gameplay replication is a plus, though not necessary for all engagements.
• Solid game design sensibility, capable of distinguishing between effective and flawed gameplay and articulating the reasons behind such assessments.
• Remote-first practices: clear asynchronous communication, thorough documentation, and avoidance of silent dependencies.
• **Preferred**
• Familiarity with online multiplayer systems, including Actor replication, GameplayEffects replication, and ability prediction and correction.
• Experience with console platforms, including certification processes and platform-specific limitations.
• Knowledge of gameplay AI systems in UE5, such as Behavior Trees, EQS, and AI Perception, is valuable but not required for certain engagements.
• Previous co-development or external development experience is advantageous.
• This is a full-time employment position offering standard industry benefits in Canada.
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