About the role
We're looking for a Principal C++ Engineer to own the factory simulation of our next game. The game is built in Unreal Engine 5, but the simulation will be self-contained and written in raw C++.
Players will place hundreds of thousands of machines, belts, pipes, and more across a large world, and every one of them has to deterministically update on every player's device in a co-op session.
You'll design that simulation module from the ground up as one of the first engineers on a new game team, working closely with the Engineering Team Lead and the Game Design department.
Your responsibilities
- Design and build a deterministic factory simulation that scales to hundreds of thousands of player-placed buildings
- Own the sim architecture: data layout, tick model, threading, and serialisation format
- Work with the Networking Engineer so the sim and co-op are designed together, not bolted on later
- Set and meet the CPU performance budget for the sim on our minimum specification target
- Review code and mentor other engineers on C++ and architecture
About you
You will likely have:
- Experience in professional C++ environments where you have architected, implemented, and maintained performant modules which are built on by other engineers, and lived with the consequences of your design choices
- Deep knowledge of data-oriented design, multithreading, and performance, including CPU profiling and applying algorithmic complexity-based analysis to select the right data structures
- Built a deterministic or lockstep system, or can show how you'd approach one
- A track record of mentoring engineers and making architectural decisions in writing that others could follow and challenge
In addition, you may have:
- 2+ shipped game titles
- Worked on a factory, automation or simulation-heavy game
- Worked in Unreal Engine, especially with Mass Entity or a custom ECS in Unreal
If you match most of this and the problem excites you, please apply.
What we offer
- Fully Remote: We employ directly inside Germany
- Flexible working hours!
- Paid overtime, on the rare occasions it happens
- A hardware budget to ensure you have the ergonomic setup and hardware you need to work comfortably
- A monthly personal growth allowance for courses, books or other learning material
- Focus days to research or learn new skills
- A yearly team gathering to meet and collaborate in person
- A yearly salary review to keep your pay in line with the market, and an automatic increase of 2% per year
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