Gameplay Engineer specializing in C++ and Unreal Engine for remote game development. Collaborating with teams to implement and optimize gameplay systems across various projects.
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 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.)
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
Requirements
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
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