Gameplay Engineer

Sorry, this job was removed at 11:33 p.m. (CST) on Tuesday, Jul 30, 2024
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Hiring Remotely in U.S.
Remote
90K-120K Annually
3-5 Years Experience
Gaming • News + Entertainment • eSports
The Role
Who We Are

OtherSide Entertainment is an independent game studio with remote staff throughout North America. Our mission is to create deeply immersive games that draw players into richly imagined worlds; games that empower players to choose their own play-style, making their experience unique and personal; games that encourage players to team up with their friends and weave their own shared narrative; the kind of games that are powered by our players’ vision as much as our own. Together, we aim to evolve the “player-authored” tradition of Ultima Underworld, System Shock, Thief, and Deus Ex – all games developed by the company’s founders, Paul Neurath and Warren Spector.


The Opportunity

Developed by a small, senior team, Thick as Thieves is an innovative next-generation immersive simulation, featuring multiplayer stealth gameplay in a living city, with stories and secrets to explore, rivals to battle and loot to steal. We’re looking for a gameplay programmer who will work with design to realize player mechanics for a wide range of gameplay systems and immersive sim interactivity. A good design sense is a must. We’re looking for someone who can understand the big picture and who will advocate for what needs to get done

Job Responsibilities

  • Contribute to development of core gameplay features and systems.
  • Collaborate with art, animation, design, and audio to understand workflows and establish development patterns that support the studio and the project.
  • Gather technical requirements from other disciplinary teams, as listed above, to effectively deliver gameplay features and systems.
  • Maintain clean, shareable technical design documents that clearly outline requirements and steps for implementation.
  • Work within and contribute to existing code standards and best practices.
  • Participate in code reviews and sharing industry knowledge/expertise.
  • Play the game under development as part of the team and offer constructive feedback.

Qualifications

  • 3+ years of game industry experience, or equivalent demonstrable experience.
  • Recent experience writing C++ code as part of game development team
  • Experience developing games in Unreal Engine 4 or 5. 
  • Shipped at least one game in a team environment.
  • Robust communication skills. Comfortable exploring ideas and issues with designers, artists and other engineers.
  • Self-motivated, proactive and able to work with minimal supervision.
  • A passion for creating the next generation of immersive sims. You'll work closely with designers to break new ground in the genre, so understanding the space is important!

Preferred

  • Experience with next-gen console development, benefits and limitations are a plus
  • Ideal candidates will also have built and maintained real-time, multiplayer game systems
  • Experience in other areas of game development such as tool creation, Unreal UI, or rendering are a bonus

Additional

Our people-first approach to game development celebrates diversity and strives to create a safe and inclusive working environment where everyone is treated equally, with dignity, and with respect. We highly encourage candidates from diverse and under-represented backgrounds to apply, even those that may not directly meet every qualification listed for this role.

This is a full-time, remote working role, with competitive compensation and a full suite of benefits available anywhere in the United States. All team members may be asked to occasionally travel for key meetings, as part of their job responsibilities. We're required to include a reasonable estimate of the compensation range for this role. Compensation decisions are dependent on the unique facts and circumstances of each case, but a reasonable estimate of the current base salary range for this role is $90,000 - $120,000. 

We review and update our salary range bands at OtherSide Entertainment on an annual basis to provide transparency to the expected base salary ranges on our job posts externally as well as internally. All OtherSiders have access to their pay range for their current positions to understand their growth opportunities. Most in-house employee roles also include discretionary variable bonus compensation as well as long-term incentive. Our recruiter will share more details about bonus and LTI for this role in your screening or throughout your interview process as it becomes available.  Final compensation determinations are dependent on the unique facts and circumstances of each case and will take into account a wide variety of factors, including but not limited to skill, qualifications, accomplishments, experience, credentials, and business needs. We look forward to and welcome discussion on this topic at any time during the interview process.

OtherSide Entertainment is committed to providing reasonable accommodations for qualified individuals with disabilities in our job application procedures. If you need assistance or an accommodation due to a disability, please contact us.

The Company
HQ: Austin, Texas
61 Employees
On-site Workplace

What We Do

OtherSide Entertainment’s co-founders, Paul Neurath and Warren Spector, pioneered the immersive genre with games such as Ultima Underworld, System Shock, Thief, and Deus Ex. Paul and Warren decided to join forces again with the formation of OtherSide Entertainment.
They are joined by an incredibly talented team of developers who share a passion for taking the genre forward. Deeply immersive games that draw players into richly imagined worlds. Games that empower players to choose their own play-style, making their experience unique. That encourages players to team up with their friends and weave their own shared narrative. The kind of games that are powered by our player’s vision as much as ours: Player Powered games!

The studio is currently developing two new original games: Thick as Thieves and Argos. More to be revealed on each, in due time

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