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TechGeo / Game Developer - Remote

Game Developer - Remote

YO IT Consulting Georgia Remote
Posted Jul 13, 2026 3h ago

Job description

Job Title: Game Developer Job Type: Contract Location: Remote Job Summary: Our customer’s team is seeking a Game Tools & Modding Engineer with strong rendering and engine-level experience to build high-performance, real-time applications. This role goes beyond gameplay—you’ll work on graphics systems, rendering pipelines, and low-level optimizations using technologies such as DirectX (DX11 and DX12), Vulkan, OpenGL, or similar APIs. Key Responsibilities Design and develop game systems and engine-level features using C++ and game engines. Develop tools and modding related to games. Work on rendering pipelines, shaders, and real-time graphics systems. Optimize performance across CPU/GPU, memory, and rendering workloads. Build and extend tools, pipelines, and engine systems to support development. Collaborate with designers, artists, and engineers to deliver high-quality experiences. Debug complex issues related to rendering, performance, and cross-platform compatibility. Write clean, maintainable, and well-documented code. Participate in code reviews and contribute to technical decision-making. Required Skills And Qualifications 3-6 years of experience in game development or real-time graphics programming. Strong proficiency in C++. Hands-on experience with one or more graphics APIs: DirectX (DX11/12), Vulkan, OpenGL, or Metal. Solid understanding of Rendering pipelines. Solid understanding of Shaders (HLSL/GLSL). 3D math and real-time graphics concepts. Experience with Unreal Engine or similar game engines. Familiarity with performance optimization (CPU/GPU, memory, multithreading). Strong debugging and problem-solving skills. Ability to work independently in a remote, distributed team. Preferred Qualifications Experience with engine customization or low-level systems development. Familiarity with profiling tools (RenderDoc, PIX, Nsight, etc.). Experience working on cross-platform or performance-constrained environments. Exposure to tooling, pipelines, or editor extensions. Background in multiplayer or large-scale systems.