Game Developer - Remote

YO AI Labs

London, England, UKremotecontractArtificial Intelligenceposted
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Job Title: Game Developer Job Type: Contract 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. 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. * Solid understanding of 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.