Gameplay systems
Implements mechanics, abilities, AI behaviour and progression in clean, data-driven code that designers can tune without a rebuild.
Hire · Games
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
Implements mechanics, abilities, AI behaviour and progression in clean, data-driven code that designers can tune without a rebuild.
Keeps each frame inside 16.6 or 33.3 milliseconds by profiling CPU, GPU, memory and garbage collection on target hardware.
Sets up client prediction, server authority and replication so latency feels fair and cheating is harder.
Builds remote config, content drops, event scheduling and telemetry hooks that let the team update the game without a new binary.
Prepares builds for console certification and mobile store requirements, including save data, suspend and resume, and trophies or achievements.
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
C#, ScriptableObjects, the Profiler and Frame Debugger, Addressables, and avoiding per-frame allocations.
C++ with Blueprint exposure, the Gameplay Ability System, Unreal Insights and replication settings.
Tick rates, snapshot interpolation, lag compensation and the difference between peer-to-peer and dedicated servers.
Draw call batching, LODs, occlusion culling and shader variants on mobile and console GPUs.
Editor extensions and data pipelines that let level and systems designers iterate without programmer help.
Familiar with platform technical requirements, controller disconnect handling and save data rules.
Work sample
The candidate implements a small ability or movement mechanic, exposing tuning values to designers, paid as a one-day task.
They receive a scene running well below target and use the engine profiler to find and fix the biggest costs.
We describe a hit that one player saw and another did not; they explain why and how lag compensation would decide it.
A call about a failed submission, covering suspend and resume, user switching and how they would reproduce it.
Levels
Owns gameplay features in an established engine setup and mentors juniors on your team through review.
Sets code architecture, performance budgets, build pipelines and the split between engine and gameplay work.
Chooses engines and middleware, plans multiplayer infrastructure and owns technical risk across the production.
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.
Other options
If the product is a spatial app with light game elements, an AR developer is a closer match.
Open registerBadges and streaks inside a normal app need a mobile app developer, not an engine programmer.
Open registerIf the hard problem is cloud capacity for game servers, hire a cloud engineer.
Open registerA 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.
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
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.
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.
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.
Works alongside
Build matchmaking, lobbies and backend services that the game client talks to.
Open registerTurn gameplay telemetry into retention, economy and difficulty insights for live-ops.
Open registerRun compliance checks and regression passes before each certification submission.
Open registerProduct delivery
Primary sources
Dated official documentation, standards, and research that support the factual claims on this page.
Official documentation on profiling CPU, GPU and memory in Unity.
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
Define outcomes, constraints, evidence, rights and handover before delivery begins.
Commercial rights, repositories, environments, documentation, acceptance and handover remain contract-defined.