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Gameplay Engineer

Devoted Studios
CompanyDevoted Studios
CategoryEngineering
LocationSpain
RemoteRemote
EmploymentNot stated
LevelNot stated
SalaryNot stated by the employer
Posted7 Jul 2026
Last verified30 Jul 2026
SourceEmployer career page (workable)
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Description
Devoted 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 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 cal Requirements 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
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Gameplay Engineer — Devoted Studios · Job Opportunities API