Job Type: Contractor Location: Remote
Job Summary:
Our customer’s team is seeking a Game Tools & Modding Engineer with strong rendering and engine-level experience to build high-performance, real-time applications. This role goes beyond gameplay—you’ll work on graphics systems, rendering pipelines, and low-level optimizations using technologies such as DirectX (DX11 and DX12), Vulkan, OpenGL, or similar APIs.
If you have a strong foundation in game development + graphics programming, and enjoy working close to the engine, this role is for you.
Key Responsibilities: Design and develop game systems and engine-level features using C++ and game engines Develop tools and modding related to games Work on rendering pipelines, shaders, and real-time graphics systems Optimize performance across CPU/GPU, memory, and rendering workloads Build and extend tools, pipelines, and engine systems to support development Collaborate with designers, artists, and engineers to deliver high-quality experiences Debug complex issues related to rendering, performance, and cross-platform compatibility Write clean, maintainable, and well-documented code Participate in code reviews and contribute to technical decision-making Required Skills and Qualifications: 3–6 years of experience in game development or real-time graphics programming Strong proficiency in C++ Hands-on experience with one or more graphics APIs: DirectX (DX11/12), Vulkan, OpenGL, or Metal Solid understanding of: Rendering pipelines Shaders (HLSL/GLSL) 3D math and real-time graphics concepts Experience with Unreal Engine or similar game engines Familiarity with performance optimization (CPU/GPU, memory, multithreading) Strong debugging and problem-solving skills Ability to work independently in a remote, distributed team Preferred Qualifications: Experience with engine customization or low-level systems development Familiarity with profiling tools (RenderDoc, PIX, Nsight, etc.) Experience working on cross-platform or performance-constrained environments Exposure to tooling, pipelines, or editor extensions Background in multiplayer or large-scale systems Important Note:
This role is focused on programming, rendering, and engine-level development.
Profiles primarily focused on design, QA, or art disciplines will not be considered.