Gameplay Engineer
Full-time
Devoted Studios
Role Description
We are seeking a Gameplay Engineer who is a specialist — deeply fluent in C++ and Unreal Engine, experienced shipping AAA systems, and capable of taking a brief from a gameplay designer and turning it into production-quality code that holds up on every platform and survives every patch.
Key Responsibilities
- Core Gameplay Systems (~50%)
- 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 animation-gameplay integration: Anim Notifies, state-driven Anim BPs, root motion handling, blendspaces.
- Implement multiplayer-safe gameplay code on engagements with networking requirements — replication, client-server authority, lag compensation.
- Quality & Performance (~25%)
- 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.
- Design Collaboration (~15%)
- 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.).
- Documentation & Handoff (~10%)
- 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.
Qualifications
- 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.
- Remote-first habits: clear async communication, writes things down, doesn't create silent dependencies.
Preferred
- Online multiplayer systems — Actor replication, GameplayEffects replication, ability prediction and correction.
- Console platform experience: certification pipelines, platform-specific constraints.
- Gameplay AI systems in UE5: Behavior Trees, EQS, AI Perception — not required but valuable for certain engagements.
- Prior co-development or external development experience.
Benefits
- This would be a full-time employment role with standard industry benefits in Canada.
Vacancy posted 6 days ago
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