about 1 month ago

Logo of Pocket Worlds

Senior Game Engine Developer

$120k - $160k

Pocket Worlds

Remote

Why this role exists

We’re building virtual worlds that connect millions — and that means real-time, multiplayer, high-performance systems that actually scale. We use Unity, but we don’t settle for what Unity gives us out of the box. We push it, bend it, break it, and make it do what our players need.

We’re hiring a Senior Game Engine Developer to own the performance-critical systems at the core of our engine. You’ll work across runtime, networking, rendering, and internal tooling. You’ll build the infrastructure that lets designers, artists, and engineers move fast — and that keeps our worlds running at scale.

This role is for builders who go deep. You should know Unity inside out, have battle scars from shipping real-time games, and care deeply about how systems are designed, not just how they look.


What you’ll do

  • Build and optimize core game engine systems in Unity using C# and URP

  • Design systems that scale to thousands of concurrent players with smooth client performance

  • Create and maintain custom tooling and content pipelines to accelerate development

  • Work closely with backend engineers (Python, Go) to define data contracts, protocols, and real-time sync

  • Diagnose performance bottlenecks and fix them — memory, GC, render time, asset loading

  • Write clean, well-documented, maintainable code with a focus on clarity and performance

  • Prototype fast, iterate aggressively, and ship early versions of systems into production


Tech Stack

  • Engine: Unity (URP), C#

  • Network & Protocols: WebSocket Secure (WSS), FlatBuffers

  • Backend: Python, Go (microservices, event-based)

  • Infra: AWS, Kubernetes (kOps), Terraform

  • Data Stores: Redis, MongoDB

  • Pipelines: Custom tooling + internal content pipelines


You might be a fit if you...

  • Have 5+ years building and shipping Unity games at scale

  • Are fluent in C# with deep knowledge of Unity internals (memory, asset streaming, rendering, ECS patterns, etc.)

  • Have built or extended content pipelines and internal tools

  • Know how to profile, benchmark, and tune for real performance — not theoretical

  • Are comfortable working across client/server systems with networking constraints

  • Can move fast and make sound tradeoffs — getting things 80% right and shipping is better than overengineering


This role is not for you if...

  • You only work in MonoBehaviours and haven’t touched Unity’s lower layers

  • You avoid backend integration, networking, or memory optimization

  • You prefer lots of structure, process, or clearly defined tickets

  • You’re looking to just build gameplay mechanics or VFX systems


How we work at Pocket Worlds

We operate like a startup inside a game company: fast, focused, and obsessed with impact. We work on hard problems, we debate hard, and we ship constantly. We avoid process in favor of ownership and freedom.

Everyone here is smart, hungry, and committed to building something meaningful. If that sounds like you, you’ll thrive. If not, you’ll bounce.