Gameplay Engineer
Apply NowDevoted Studios is a globally remote game development company specializing in Co-development, Porting, and End-to-End Art Production for the global gaming industry. We collaborate across time zones to support projects on all major platforms, engines and styles - from AAA titles to emerging technologies. Our team includes world-class talents who bring deep expertise in external development, pipeline optimization, and creative problem-solving. Whether it’s porting games to new systems, enhancing gameplay features, or crafting stunning visuals, Devoted Studios operates as a trusted, flexible extension of our partners’ internal teams. We are proud to be the development partner of choice for industry leaders such as: • Epic • Xbox • Meta • Obsidian Entertainment • Riot • Gearbox Software
We are seeking a Gameplay Engineer who is a specialist e 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 ResponsibilitiesCore 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 cal