Gameplay Engineer
f9a6e3763f
Montreal, Quebec, Canada
Posted Jun 23, 2026
- Other
- Production
Job description
# Gameplay Engineer > Devoted Studios · Montreal, Canada (Hybrid) · — · Posted 2026-06-23 **Workplace:** hybrid **Department:** Production ## Description ### Description Devoted Studios is a globally remote game development company specializing in Co-development, Porting, and End-to-End Art Production for the global gaming industry. We collaborate across time zones to support projects on all major platforms, engines and styles - from AAA titles to emerging technologies. Our team includes world-class talents who bring deep expertise in external development, pipeline optimization, and creative problem-solving. Whether it’s porting games to new systems, enhancing gameplay features, or crafting stunning visuals, Devoted Studios operates as a trusted, flexible extension of our partners’ internal teams. We are proud to be the development partner of choice for industry leaders such as: - Epic - Xbox - Meta - Obsidian Entertainment - Riot - Gearbox Software We are seeking a Gameplay Engineer who is a specialist e a specialist — deeply fluent in C++ and Unreal Engine, experienced shipping AAA systems, and capable of taking a brief from a gameplay designer and turning it into production-quality code that holds up on every platform and survives every patch. ### **Key Responsibilities** ### **Core Gameplay Systems (~50%)** - Implement gameplay systems from designer briefs: combat, abilities, movement, AI behaviours, progression, inventory, interaction, camera — scope varies by engagement - Build reusable, maintainable, testable gameplay code in C++ (and Blueprint where appropriate) within Unreal Engine 5 - Own Gameplay Ability System (GAS) implementation — AttributeSets, Abilities, GameplayEffects, GameplayCues — on engagements where GAS is in use - Implement animation-gameplay integration: Anim Notifies, state-driven Anim BPs, root motion handling, blendspaces - Implement multiplayer-safe gameplay code on engagements with networking requirements — replication, client-server authority, lag compensation ### **Quality & Performance (~25%)** - Profile and optimise gameplay code to target platform budgets — CPU frame time, tick overhead, replication cost - Write code that is reviewable: clean, commented where logic is non-obvious, consistent with project standards - Catch and fix gameplay bugs — including edge cases, exploit patterns, and regression from live updates - Participate actively in code review: review peers' PRs with specificity, receive and act on feedback without defensiveness ### **Design Collaboration (~15%)** - Work directly with gameplay designers to translate design intent into engine behaviour — close the gap between what is specced and what ships - Identify implementation risks in design briefs early — before they become rework — and propose alternatives when the spec is not buildable as written - Expose gameplay parameters to designers in a way that is tunable without engineering involvement (Blueprint exposed properties, Datatable-driven tuning, etc.) ### **Documentation & Handoff (~10%)** - Document systems clearly — architecture decisions, integration points, known limitations - Support technical handoffs between phases or teams: leave the codebase in a state that the next engineer can understand without a phone call ## Requirements - 5+ years of professional game development experience with at least 3 years in AAA or mid-tier shipped titles - At least 2 shipped commercial titles on PC or console as a gameplay engineer — prototypes and internal tools do not count - Deep Unreal Engine 5 experience in C++: Gameplay Framework (Actor, Component, GameMode, GameState, PlayerController), GAS, CharacterMovement, Anim BP integration - Strong C++ fundamentals: memory management, data-oriented thinking, performance-aware coding - Blueprint proficiency — not just reading it, but building designer-facing tooling in it - Experience with multiplayer gameplay replication (nice to have, not required for all engagements) - Strong game design sensibility — can tell good gameplay from broken gameplay and can articulate why - Remote-first habits: clear async communication, writes things down, doesn't create silent dependencies ### **Preferred** - Online multiplayer systems — Actor replication, GameplayEffects replication, ability prediction and correction - Console platform experience: certification pipelines, platform-specific constraints - Gameplay AI systems in UE5: Behavior Trees, EQS, AI Perception — not required but valuable for certain engagements - Prior co-development or external development experience ## Benefits This would he a full-time employment role with standard industry benefits in Canada ## Apply [Apply at Devoted Studios](https://apply.workable.com/devoted-studios-1/j/F9A6E3763F/apply) --- Powered by [Workable](https://www.workable.com)