5,089 Gaming jobs
Open tech roles at companies in game development.
Human Factors Engineer
We’re on a mission to make the skies safe and accessible for everyone. Our technology gives pilots greater control by simplifying the management of any aircraft during standard flight operations, inclement weather, and…
Senior Data Engineer
Senior hands-on data engineer at Sony Interactive Entertainment (PlayStation) in London, designing, building and operating batch and near-real-time data pipelines and curated player data products on AWS, Snowflake, dbt and Python/PySpark to power analytics, automation and AI use cases across player data domains.
Développeur(euse) logiciel / Software Developer - C#/.NET
La dynamique de votre équipe : Êtes-vous intéressé à travailler pour une entreprise de haute technologie de premier plan sur un produit de classe mondiale ? Le groupe vidéo travaille sur sa prochaine génération de…
Security Data Engineer — Snowflake & AI-Ready Pipelines
Data analytics engineering role at Sony Interactive Entertainment in the UK: design and operate the data foundations for security and business analytics, building ingestion pipelines, Snowflake models, automation, and AI-ready data patterns that power reporting for global stakeholders.
2D Animator Slot Games Talent Pool
RecruitPro is building a talent pool of 2D animators (junior to senior) to match with partner game studios, including real-money slot game teams. Animators work remote/hybrid creating rigging and motion for game art with tools like Spine 2D, After Effects, and DragonBones, integrating into engines such as Unity, Unreal, and Pixi.js.
2D Artist Talent Pool
Recruitpro is building a fully remote talent pool of 2D Artists for partner game studios across casual, mobile, web, PC/console, and real-money slot genres. Candidates need a game-ready art portfolio, strong Photoshop skills, and Intermediate+ English; profiles are matched to future openings.
Presentation Design Intern [Spring 2027]
A 12-week paid remote internship (Feb 1 – Apr 23, 2027) at game studio Crystal Dynamics, implementing existing animation content in Unreal Engine for AAA game scenes — selecting animations, setting up in-engine scenes, and reviewing playback with mentorship from experienced artists. First week is onsite in San Carlos, CA for onboarding.
Presentation Animator Intern [Spring 2027]
Remote 12-week Spring 2027 internship at game studio Crystal Dynamics: select and implement existing animations in Unreal Engine for in-game scenes and presentations on AAA projects. Full-time (40 hrs/wk), paid $20–23/hr, with the first week onsite in San Carlos, CA; open to 2026 graduates in art/game-related fields.
Intermediate Cloud & Systems Engineer
Intermediate systems/DevOps engineer at indie game studio Kano: run and modernize the AWS infrastructure (EC2, ECS, Lambda) behind live games plus internal company IT, with a heavy focus on AI-assisted automation, infrastructure-as-code (Terraform), databases, monitoring, and on-call. Remote, but restricted to applicants living in British Columbia.
DevOps Engineer
DevOps engineer on Nintendo of America's Digital Marketing team, designing, deploying, and maintaining the web infrastructure and applications behind Nintendo.com. Day-to-day work centers on AWS, Terraform/CloudFormation, containers (EKS/ECS), CI/CD automation, monitoring, and a 24x7 on-call rotation.
Lead Animator
IllFonic is hiring a Lead Animator to oversee animation quality and lead the animation team on a new Unreal Engine 5 title — directing keyframing and mocap sessions, refining rigs with technical animators, mentoring staff, and managing an overseas co-dev animation team.
Product Designer
Product Designer on VGW's Product & Revenue team in Krakow, shaping the player experience for free-to-play social casino games (Chumba Casino, Global Poker, LuckyLand Slots). Day to day: UX/UI specs, wireframes, prototypes and code-ready design systems in Figma with AI-assisted workflows. Full-time, 12-month fixed-term contract.
Senior Technical Designer
Senior Technical Designer on the Cyberpunk 2 team at CD PROJEKT RED, acting as a bridge between design and engineering: identifying workflow friction for designers, building designer authorship tools (abilities, items), and writing/debugging C++ in Unreal Engine 4/5. Hybrid from the Boston hub or fully remote within the continental US or Canada.
Account Manager
We believe independent restaurants deserve the same advantages as big chains without giving up their independence. Ilir Sela started Slice in his family’s pizzerias, where he saw firsthand what it takes to run a local…
Programmeur Outils - TGQF
Serve as technical lead on the tooling behind Ubisoft's DocGPT internal knowledge-assistant platform: design ingestion pipelines, admin tools, and the platform's MCP server, plus observability and deployment automation. Core stack is Python (FastAPI/Flask) on AWS with Docker/Kubernetes, GitOps, and OpenTelemetry/Prometheus/Grafana.
Programmeur.euse en apprentissage automatique
Technical lead for DocGPT, Ubisoft's internal RAG-based knowledge assistant used by thousands of employees. This person sets direction for retrieval pipelines (chunking, vector search, reranking), LLM integration and evaluation standards, while mentoring on ML practices — using Python, LangChain, vector DBs and LLM APIs at Ubisoft Montreal.
Site Reliability Engineer
Site Reliability Engineer in Hyderabad supporting backend server and microservices infrastructure for game-studio titles: building cloud infra, automation tools and CI/CD pipelines, with 24/7 on-call via PagerDuty. Core stack: AWS/GCP, Docker/Kubernetes, Terraform/Ansible, Prometheus/Datadog, GitLab CI/Jenkins, Python/Go/Groovy.
Remote Technical Customer Support - QA and Game Dev - 7/26
Technical customer support agent (T1 and advanced) assisting users on a game-developer platform for ModSquad, on a 24/7 project requiring 20+ hours weekly. Work involves QA, game-engine troubleshooting, 3D asset moderation, and CRM-based support, and requires a high-spec PC (i7, 32GB RAM, RTX 3080).
Concept Artist
Concept Artist shaping the visual identity of Mob Entertainment's Poppy Playtime horror franchise — creating character, creature, environment, and cinematic key art from ideation through production-ready deliverables. Core tools include Photoshop, 3D packages like Blender/Maya, and Unreal Engine workflows.