Software Engineer - Playable Ads (Creative Engineering)

Posted 3 Days Ago
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Bangalore, Bengaluru Urban, Karnataka, IND
In-Office
Senior level
AdTech • Artificial Intelligence • Machine Learning • Marketing Tech • Software
The Role
Build RZR’s config-driven playable ads platform, including reusable game mechanics, genre templates, responsive builds, telemetry, ad-network adapters, and single-file packaging. Optimize assets and runtime performance for strict size and sandbox constraints, validate compliance automatically, and collaborate with design and DSP teams on editor, preview, and campaign delivery.
Summary Generated by Built In
Who Are We?

RZR is an AI-native advertising platform built for the next era of performance marketing. We operate at the intersection of machine learning, programmatic media, and full-funnel mobile growth, powering campaigns for some of the world's most ambitious advertisers. Our platform is purpose-built to deliver outcomes at scale, not just impressions.

We are a team of builders, operators, and technologists who believe the advertising industry is overdue for a fundamental rethink. We move fast, operate with a high degree of ownership, and hold ourselves to an exceptionally high standard of craft.

RZR is scaling aggressively with an active M&A pipeline and a platform vision that puts us on a path to becoming an industry leader. This is a rare opportunity to join a company at an inflection point and help shape what it becomes.

Role Overview

RZR's DSP already serves playable ads that clients hand us. We are now building the platform that creates them ourselves — a config-driven engine with a reusable library of game mechanics (Match-3, Runner, Puzzle, Drag & Drop, Sort/Merge) that can be configured with any advertiser's assets and gameplay rules, skinned per ad genre, packaged into a single self-contained build, and shipped across ad exchanges.

This engineer owns the playables themselves: the mechanic library, the genre templates, the packaging pipeline, and the network adapters that make a CTA fire on every exchange. It is hands-on creative engineering — we need someone who has shipped real playables into real exchanges and knows where the bodies are buried.

The role sits on Team Apollo alongside the Creative Platform group, partnering closely with design on the editor and live preview, and with the DSP team on campaign handoff and impression telemetry.

Key Responsibilities
  • Build and maintain the reusable mechanic library — each mechanic parameterised so a new client or creative variation is a configuration change, not a new codebase
  • Multiply each mechanic into genre-specific templates (gaming-install, finance, retail), each skinned and paced for its audience
  • Build every playable for portrait and landscape from one configuration, shipped together as one bundle
  • Implement the interaction and telemetry layer — touched, tap count, completion %, win/lose, retry, exit point — reported per impression from release one
  • Build network adapter shims (Aarki, Kidoz, ironSource, generic MRAID) behind one internal lifecycle contract: ready, start, level start/end, progress, retry, finish/outcome, open-store
  • Own the build and packaging path: compress and base64-inline every image, audio file and font into a single HTML artifact that decompresses in-browser at load
  • Encode ad-environment constraints — file-size budgets, sandboxed execution with no runtime network calls, format compliance — into automated validation, since there is no client QA step to catch a bloated or non-compliant creative
  • Partner with design and the DSP team on the editor, live preview, and handoff into campaign delivery
Required Skills and ExperienceMust-Have
  • 4–6 years in frontend or game engineering, including 3+ years building playable ads or HTML5 mini-games that shipped to production
  • Strong JavaScript/TypeScript, HTML5 Canvas/WebGL, and at least one lightweight engine (PixiJS, Phaser, CreateJS, Cocos, or equivalent) — plus the judgment to know when to skip the engine entirely for size reasons
  • Demonstrable experience with MRAID and the playable specs of major ad networks (ironSource, AppLovin, Unity Ads, Mintegral, Vungle, Meta, Google) — including single-file packaging, size limits, and the quirks of each SDK's wrapper
  • Real command of asset and build optimisation: texture atlasing, sprite sheets, audio compression, image encoding, minification, inline base64 packaging, and measuring your way down to a size budget
  • Game-loop fundamentals — state machines, tweening and animation, touch and gesture input, frame-rate and memory behaviour on low-end mobile devices
  • Responsive orientation handling and cross-device debugging on real hardware
  • Comfort building things to be configured rather than hardcoded: data-driven scenes, template systems, JSON-schema-style configuration
Nice-to-Have
  • Built an internal playable builder or templating system, not just individual playables
  • Experience with build tooling (Webpack, Vite, Rollup) and custom bundlers or packagers
  • Familiarity with adtech mechanics — DSPs, impression and click pipelines, VAST/MRAID creatives
  • Creative performance instincts: what actually moves CTR and IPM in a playable
  • Animation and motion work with Spine, Lottie, or DragonBones
Work Setup

This is a hybrid role based in Bangalore, India. The team collaborates in person on Monday, Tuesday, and Friday, with flexibility on other days.

Why Join RZR?
  • Own a product surface, not a ticket queue — you are the only playables engineer on the platform. The mechanic library, the template system, and the packaging pipeline are entirely your craft area from day one.
  • Greenfield with a real distribution channel behind it — RZR's DSP already serves playables at scale, so everything you build ships into live campaigns immediately and gets measured. Most in-house playable teams build creatives and hope someone runs them. This one doesn't.
  • Genuinely hard engineering constraints — single-file builds, hard size budgets, fully sandboxed execution with no network calls, portrait and landscape from one config, and per-impression telemetry that has to work inside all of that. The bar is higher than typical in-house tooling.
  • Build the system, not the thousandth playable — the mandate is a config-driven engine with a reusable mechanic library. A meaningful step up for anyone who has spent years hand-building one-off creatives.
  • Direct line to impact — interaction data flows into RZR's existing impression pipeline, so you see how your creative engineering decisions move campaign performance rather than handing work over a wall.
RZR Behaviors

RZR operates by eight core behaviors: Extreme Ownership · Move Fast · Drive for Excellence · Proactive Communication · Courage · Curiosity · Deliver Results · Manage Ambiguity

Skills Required

  • 4–6 years of frontend or game engineering experience, including at least 3 years building production playable ads or HTML5 mini-games.
  • Strong JavaScript or TypeScript, HTML5 Canvas or WebGL, and experience with PixiJS, Phaser, CreateJS, Cocos, or an equivalent lightweight engine.
  • Experience with MRAID and playable specifications for major ad networks, including single-file packaging, size limits, and SDK wrapper behavior.
  • Experience optimizing assets and builds through texture atlasing, sprite sheets, audio compression, image encoding, minification, inline Base64 packaging, and size-budget measurement.
  • Understanding of game-loop fundamentals, state machines, tweening, animation, touch and gesture input, frame-rate performance, and memory behavior on low-end mobile devices.
  • Experience with responsive orientation handling and cross-device debugging on real hardware.
  • Experience building configurable systems such as data-driven scenes, template systems, or JSON-schema-style configurations.
  • Experience building an internal playable builder or templating system.
  • Experience with Webpack, Vite, Rollup, custom bundlers, or custom packaging tools.
  • Familiarity with DSPs, impression and click pipelines, VAST, or MRAID creatives.
  • Understanding of creative performance metrics such as CTR and IPM.
  • Experience with Spine, Lottie, or DragonBones.

RZR Compensation & Benefits Highlights

The following summarizes recurring compensation and benefits themes identified from responses generated by popular LLMs to common candidate questions about RZR and has not been reviewed or approved by RZR.

  • Flexible Benefits — Job listings and company descriptions highlight remote-friendly or flexible work arrangements across global offices, suggesting adaptability in how benefits are delivered across locations.
  • Pay Growth & Progression — Technical and specialized roles are portrayed as competitively paid relative to local markets, indicating opportunities for solid compensation in higher-skill positions.
  • Healthcare Strength — Employer-provided health and welfare benefits are referenced, implying access to standard medical coverage even if specific plan details are not publicly disclosed.

RZR Insights

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The Company
HQ: San Francisco, California
65 Employees

What We Do

RZR powers performance for the world's most ambitious brands through proprietary neural architecture that optimizes across user acquisition, retargeting, CTV, and influencer campaigns as one connected performance system. With four owned-and-operated data centers that process 6M+ queries per second, RZR turns signals into strategy and impressions into impact. Trusted by brands across gaming, consumer, food and beverage, retail, and entertainment. Built on over a decade of performance data and backed by AI and ML experts and industry veterans across offices in San Francisco, New York, London, Bangalore, Beijing, Manila, and Seoul. RZR delivers retention-led growth intelligence: faster, sharper, and built for performance at scale.

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