Systems Engineer

Posted 12 Days Ago
Be an Early Applicant
Guildford, Surrey, England, GBR
Hybrid
Mid level
Gaming • Information Technology • Software
The Role
Develop and optimise core game systems by writing clean C++ code, collaborating with graphics, gameplay and tools teams, building scalable engine architectures, profiling for performance, and ensuring maintainable system-level design.
Summary Generated by Built In

We’re looking for a Systems Engineer to join the Stellar Entertainment mission!

The Studio

We are a video game development studio with offices in Guildford, UK and Utrecht, Netherlands. Sitting within the heart of thriving communities of game developers and publishers, we focus on quality and excellence, and our partners and players are always at the front of everything we do.

Games are not just about gameplay. We believe in the importance of balancing every single aspect of a game that you, as a player will interact with; what you see, how you play and how it makes you feel.

An exciting new project is taking shape at Stellar. You'll be joining a specialist team who are ready to provide technical solutions and optimisations.

The Role

As our Systems Engineer, you will be a part of the core tech team working closely with our graphics, gameplay, engine and tools teams. Day to day this will look like:

  • Writing clean, well-documented C++ code in line project standards

  • Working with our Lead Systems Engineer to review, optimise, and adapt code

  • Collaborating across departments to design and deliver key technical features

  • Building scalable, data-driven architectures within engine infrastructure

  • Profiling and optimising to meet performance targets

  • Ensuring high-quality, maintainable output - from broad system design down to individual functions

Requirements

What we’re looking to see on your CV:

  • Experience in game development through all stages of the process from design to shipping, with strong knowledge of optimisation and porting processes

  • Evidence of working on shipped AAA titles

  • Strong C++ skills, including sound knowledge of multithreading, software design patterns, and systems architecture

  • Familiarity with game engine architecture across multiple engines

  • Good problem solving and debugging skills

Bonus points for:

  • Any additional coding languages under your belt

  • Understanding of hardware architecture

  • Knowledge of build systems

Benefits

What you can expect from us:

  • Flexible hybrid working (we work 3 days per week on-site)

  • Holiday Accrual Scheme

  • International AAA game projects;

  • Access to cutting-edge hardware;

  • Discretionary bonus scheme

  • Private Healthcare Plan incl. Dental and Eye care

  • Pension Plan

  • Life Assurance

  • Employee Assistance Programme - Wellness Support

  • Regular Team Incentives and Social Events

We’re on an important journey with our team mates, candidates and industry partners to tackle barriers to equality and promote diversity, inclusion and accessibility across the markets we work in. If you need any support during the interview process or any feedback on our processes, please let us know.

We're unfortunately unable to provide visa sponsorship or relocation support for this role, so you'll need to be based in the UK with the Right to Work here.

Skills Required

  • Experience in game development through all stages from design to shipping, with strong knowledge of optimisation and porting processes
  • Evidence of working on shipped AAA titles
  • Strong C++ skills, including multithreading, software design patterns, and systems architecture
  • Familiarity with game engine architecture across multiple engines
  • Good problem solving and debugging skills
  • Additional coding languages
  • Understanding of hardware architecture
  • Knowledge of build systems
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The Company
HQ: Guildford, England
64 Employees
Year Founded: 2016

What We Do

Stellar Entertainment’s mission is simple: to create & amaze. We strive to be the best at what we do and to deliver work of exceptionally high quality. Quite simply we don’t want to have to explain our work, we want it to speak for itself.

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