Hire · Games

Hire Game Developers

Senior game programmers who join your studio, work in your engine and source control, and own gameplay systems from prototype to certified build. Every shortlisted programmer has been paid to implement a mechanic, profile a scene that misses its frame budget and reason through a networked edge case.

Paid gameplay and profiling exercise

Senior, lead and technical director

Unity and Unreal Engine experience

On your team

What a game developer owns on your team.

01Owns

Gameplay systems

Implements mechanics, abilities, AI behaviour and progression in clean, data-driven code that designers can tune without a rebuild.

02Owns

Frame budget

Keeps each frame inside 16.6 or 33.3 milliseconds by profiling CPU, GPU, memory and garbage collection on target hardware.

03Owns

Multiplayer foundations

Sets up client prediction, server authority and replication so latency feels fair and cheating is harder.

04Owns

Live-ops tooling

Builds remote config, content drops, event scheduling and telemetry hooks that let the team update the game without a new binary.

05Owns

Platform submission

Prepares builds for console certification and mobile store requirements, including save data, suspend and resume, and trophies or achievements.

Reading a game programmer’s portfolio

Trailers show art and design as much as code. Ask instead what the candidate personally built, how designers tuned it and what broke in production. Programmers who talk about allocation spikes, input buffering or replication bugs they fixed are describing real shipped work.

Vetting

Skills we test before a game developer joins.

01Tested

Unity

C#, ScriptableObjects, the Profiler and Frame Debugger, Addressables, and avoiding per-frame allocations.

02Tested

Unreal Engine

C++ with Blueprint exposure, the Gameplay Ability System, Unreal Insights and replication settings.

03Tested

Netcode basics

Tick rates, snapshot interpolation, lag compensation and the difference between peer-to-peer and dedicated servers.

04Tested

Rendering awareness

Draw call batching, LODs, occlusion culling and shader variants on mobile and console GPUs.

05Tested

Tools for designers

Editor extensions and data pipelines that let level and systems designers iterate without programmer help.

06Tested

Certification knowledge

Familiar with platform technical requirements, controller disconnect handling and save data rules.

Work sample

How the game developer work sample runs.

  1. 01Step 1

    Build a mechanic

    The candidate implements a small ability or movement mechanic, exposing tuning values to designers, paid as a one-day task.

  2. 02Step 2

    Rescue the frame rate

    They receive a scene running well below target and use the engine profiler to find and fix the biggest costs.

  3. 03Step 3

    Reason about latency

    We describe a hit that one player saw and another did not; they explain why and how lag compensation would decide it.

  4. 04Step 4

    Talk through certification

    A call about a failed submission, covering suspend and resume, user switching and how they would reproduce it.

Levels

Game Developers: what changes at each level.

01Level 1

Senior

Owns gameplay features in an established engine setup and mentors juniors on your team through review.

02Level 2

Lead

Sets code architecture, performance budgets, build pipelines and the split between engine and gameplay work.

03Level 3

Technical director

Chooses engines and middleware, plans multiplayer infrastructure and owns technical risk across the production.

Senior, lead or technical director

A senior adds gameplay capacity to a team with an engine and conventions in place. A lead helps when performance budgets are unclear or build times hurt iteration. A technical director suits a studio facing big calls such as engine choice, multiplayer architecture or a port to new platforms.

Frame budget as a hiring filter

A game that drops frames feels broken regardless of its ideas. Our profiling exercise starts with a scene that misses its target so candidates must measure before changing anything. Those who guess at fixes without opening the profiler rarely hold a budget across a full production.

For mobile titles, add battery and heat to the conversation.

A sensible first milestone

Give the new programmer a small, visible mechanic to own in their first sprint and have it playable in a nightly build. Pair that with a profiling capture on your lowest target device. Together they show how quickly the person reaches your pipeline and whether they treat performance as part of the feature.

FAQ

Questions to resolve before the build.

01Do you place both Unity and Unreal developers?

Yes. Most candidates are strongest in one engine, so we match them to yours and test them in it. A technical director can advise if you are still choosing.

02Can your game developers build multiplayer?

Senior candidates understand authority, prediction and interpolation and can implement them with your chosen networking stack. Large-scale backend infrastructure usually needs a separate server or cloud engineer.

03Will they help us pass console certification?

Engineers with shipped console titles know the kinds of requirements involved, such as suspend handling and save data integrity. Access to platform documentation still comes through your own developer agreements.

Primary sources

References behind this page

Dated official documentation, standards, and research that support the factual claims on this page.

  1. 01
    Unity Manual: Profiler overview

    Official documentation on profiling CPU, GPU and memory in Unity.

  2. 02
    Unreal Engine documentation: Networking and multiplayer

    Epic’s guide to replication and multiplayer in Unreal Engine.

How to read this page

Scope, cost and timeline figures are planning guidance until confirmed in a written proposal. Diagrams and screens are illustrations, not client deliverables, and source-code rights and handover follow the signed agreement. See the delivery process and the full disclaimer.

Next decision

Turn the brief into an accepted product scope.

Define outcomes, constraints, evidence, rights and handover before delivery begins.

Commercial rights, repositories, environments, documentation, acceptance and handover remain contract-defined.