Senior Client C++ Developer (Platform)
Scorewarrior
| Company | Scorewarrior |
| Category | Uncategorised |
| Location | Limassol |
| Remote | On-site (inferred) |
| Employment | Not stated |
| Level | Not stated |
| Salary | EUR 6kโ8k |
| Posted | 10 Jun 2026 |
| Last verified | 30 Jul 2026 |
| Source | Employer career page (ashby) |
Description
About the product
Total Battle is an MMO 4X strategy game with deep political systems and intense player-to-player interaction. Players build cities, forge alliances, fight monsters, and compete for dominance. The game runs on mobile and web, with millions of active players, which means every technical decision we make is felt at scale.
Why this role exists
Our framework team carries a wide mandate: we own the foundation that every game feature is built on โ from the rendering and UI layer to the asset pipeline, build system, debug tooling, and developer documentation. That foundation has real problems today.
๐ฏOur mission: create a reliable foundation for product development โ simple, fast, and high-quality โ so that game features can be built without friction.
Right now we have two codebases (C++ mobile, C# Unity), slow developer iteration cycles, UI that only engineers can touch, and technical constraints that limit what we can ship. This hire is part of the team that will fundamentally solve these problems โ and make sure they never come back.
What you'll work on
Your area of ownership spans the full client platform stack:
- Framework core and LibRocket integration
- Game engine layer and cross-platform support
- Tooling for artists, animators, and UI/UX specialists
- Build pipeline, CI, and test infrastructure
- App initialization and startup performance
- Debug tooling and observability
- Developer regulations and documentation
Near-term tasks in the backlog include: building an extensible asset loader, reducing nullptr risk, improving code testability, lowering the cost of adding debug functionality, and moving to a unified build pipeline. Alongside this, the team is validating an experiment that may lead to building a new client from scratch โ a significant greenfield opportunity.
The north star
We're working toward a single codebase across all platforms, where business logic is engine-agnostic and platform-specific code lives only at the framework level. Features will be isolated modules with explicit interfaces and dependencies. Artists and animators will be able to see their work in the game without a developer in the loop. The game will react to player actions instantly โ no spinners, no rollbacks. And no waiting on store review to ship fixes.
That's where we're going. Your job is to help get us there.
Who you are
We're looking for an engineer who goes deeper than the task description. When given a problem, you dig for the root cause before proposing a solution. You think in products: MVP first, iterate, measure against real metrics. You design APIs that don't become roadblocks six months later.
- Self-directed: you work from a problem statement, not a step-by-step spec
- Product-minded: you decompose work into deliverable slices and validate assumptions early
- Strong system designer: your APIs are clean, flexible, and future-proof
- Proactive: you identify problems others have accepted and propose solutions
- Communicates clearly in technical English โ written RFCs, code review, cross-team discussion
We're not looking for someone who wants a clearly scoped ticket to execute, or someone whose primary motivation is building gameplay features. This team builds the platform that makes gameplay possible.
Requirements
- 3+ years of C++ (17+) or similar experience in a client application at a product company
- Strong grasp of design principles and patterns (and knowing when not to use them)
- Experience with task decomposition and iterative delivery
- Proficiency in technical English (reading docs, writing RFCs, async collaboration)
Nice to have
- Active use of LLMs in your work to significantly boost your productivity
- Experience with game engines or framework-level development
- Commercial experience with Cocos2d-x
- Experience with Unity (C#)
- Familiarity with cross-platform build systems (CMake, CI pipelines)
How we work
You'll receive a p
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