Performance Engineer at Devoted Studios, a global remote game development company. Optimizing core systems, performance initiatives, and collaborating with cross-disciplinary teams.
Responsibilities
Own and drive the development of core systems and performance initiatives from planning and design through implementation and optimization.
Work closely with engineers and cross-disciplinary teams, providing technical leadership and feature ownership.
CPU & Game Thread Optimisation (~25%): Profile and optimise the game thread, render thread, and RHI thread in Unreal Engine — identifies cross-thread bottlenecks, tick overhead, and task graph inefficiency.
Reduce tick overhead: identifies UObjects and ActorComponents with unnecessary tick enabled, unnecessary work in hot paths, incorrect tick group assignments.
Optimise gameplay and engine code at the C++ level — not just profiling and handing recommendations to another engineer; writes and ships the fix.
Works with the rendering team to optimise material pipelines: shader permutation reduction, LOD tuning, occlusion culling, distance field shadow optimisation.
Identifies and resolves GPU memory pressure: texture streaming configuration, render target pooling, VRAM budget management per platform.
Understands the rendering architecture deeply enough to distinguish CPU-bound vs GPU-bound vs bandwidth-bound frames and route the fix correctly.
Targets platform-specific GPU constraints: the PS5/Xbox Series GPU architecture differs meaningfully from PC; mobile (Adreno, Mali, Apple GPU) has its own thermal and bandwidth profile.
Memory Profiling & Leak Detection (~20%): Owns memory budget compliance on client engagements: tracks resident set size, texture memory, audio memory, and engine overhead against platform limits.
Finds and eliminates memory leaks in C++ using both automated tooling (ASan, Valgrind on non-console platforms, custom allocator hooks) and Unreal's LLM (Low-Level Memory tracker).
Manages memory fragmentation: understands pooled allocators, custom memory arenas, and when Unreal's default allocation strategy creates fragmentation under long session times.
Console memory work is the hardest version of this: fixed RAM ceilings with no swap. Has shipped inside those constraints.
Builds memory regression tests that run in CI — not just point-in-time snapshots.
Networking / Latency Diagnostics (~10%): Profiles and optimises Unreal's replication system: identifies bandwidth-heavy actors and components, tunes replication frequency, prioritises replication correctly under load.
Diagnoses client-server latency: distinguishes network latency from server frame time from client simulation cost — does not conflate them.
Familiar with NetStat, Unreal's network profiler, and packet-level capture when needed.
Scope: supports multiplayer engagements where networking is a performance constraint — not the primary discipline on pure-networking architecture.
Profiling Tool Development & Automation (~20%): Builds internal profiling tools in C++ (UE plugins) and Python — automated perf validation scripts, CI-integrated regression detection, custom Unreal Insights data channels.
Writes automated performance regression tests: baseline capture, threshold alerting, trend visualisation — so regressions are caught in the build, not in the client review.
Builds or improves developer-facing profiling UX: makes it easier for other engineers on the engagement to find their own bottlenecks without specialist involvement.
Documents profiling methodology and tool usage: other engineers can reproduce the analysis without a knowledge transfer session.
Requirements
5+ years of professional game engineering experience with at least 3 years in a dedicated performance, engine, or low-level systems role
At least 2 shipped commercial titles where performance was a named ownership area — not a general engineering role that included some profiling
C++ at a deep level: understands memory layout, cache efficiency, branch prediction, SIMD, and how the compiler's optimisation decisions affect runtime behaviour
Unreal Engine 5 profiling expertise: fluent in Unreal Insights, Stat commands, LLM, GPU Visualiser — not just aware of them, but has used them to find real problems on real projects
Cross-platform experience: has shipped on at least two platform types (PC + console, or console + mobile) and understands the meaningfully different constraint profiles
Python proficiency: writes automation scripts, CI integration, data processing for perf telemetry — not a Python developer, but not blocked by Python tasks
Structural fix mindset: profiles, identifies root cause, writes the C++ fix. Does not stop at the recommendation.
Can explain a performance problem to a gameplay engineer or producer without requiring them to understand the GPU pipeline
**Preferred**
Console certification performance submissions: has prepared and passed Sony/Microsoft performance gates
Mobile performance work on Android (Adreno/Mali/Dimensity) and/or iOS (Apple Silicon GPU) — thermal throttling, tiling architecture, bandwidth constraints
Custom allocator or memory pool implementation in C++
Shader authoring knowledge: HLSL/GLSL fluency sufficient to read a shader and identify unnecessary ALU or texture sample cost
Familiarity with Tracy, Optick, or custom in-house profiling frameworks beyond Unreal's built-in tooling
Experience optimising Nanite, Lumen, or other UE5-specific rendering features at engine depth
Benefits
This is a full-time employment role with standard benefits in Quebec province.
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