What You’ll Tackle
Build gameplay systems, including narrative, exploration and inventory.
Support artists and animators with the Metahuman pipeline.
Partner closely with designers to build high quality and fun experiences.
Integrate modern Unreal pipelines to improve efficiency and quality of the game.
Communicate clearly with stakeholders about technical constraints, trade-offs, dependencies, and execution plans.
You’ll Thrive Here If You
Have 3+ years of experience developing in C++ in Unreal Engine 4 and 5, ideally in a platform-focused or systems programming role.
Are familiar with console platform SDKs (Sony, Microsoft, or Nintendo) and TRC/XR submission processes.
Enjoy being jack-of-all-trades, getting your hands dirty and solving problems across all engineering spectrum including engine, gameplay, build systems, automation.
Have deep experience building and maintaining gameplay systems that are responsive, scalable, and designer-friendly.
Bring a strong ownership mindset, practical decision-making, and a focus on helping teams move effectively under production constraints.
Bonus XP
Experience with the modern Unreal Engine 5 systems, like Metahuman, Nanite, Lumen.
Shipped at least one title on PS5, Xbox Series X|S, and or Nintendo hardware, especially in platform, performance, or engine roles.
Familiarity with Perforce, Jenkins, Unreal Build System, Unreal Gauntlet.
Skills Required
- Must be legally eligible to work in Canada and reside within Canada
- Experience building gameplay and engine systems using Unreal Engine 5
- Experience supporting Metahuman pipeline for artists and animators
- Experience across core gameplay systems (narrative, exploration, inventory) and AI
- Ability to work remotely with Pacific-time overlap
What We Do
Blackbird Interactive (BBI) is a creative-fueled, future-driven, independent studio - behind such games as Homeworld: Deserts of Kharak, Hardspace: Shipbreaker, and the upcoming Homeworld 3, Minecraft Legends, and Crossfire: Legion. Founded by Rob Cunningham, Yossarian King, and Aaron Kambeitz in 2010, the award-winning Vancouver studio boast its own internal CG cinematics department, led by the founder of Pixar Canada, and has also been involved in various game-adjacent projects over the years - such as Project Eagle with the NASA Jet Propulsion Laboratory, and other initiatives with the eatART Foundation and Sanctuary AI.








