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Senior Backend Engineer on Unity's Aura mobile content discovery platform, designing and developing large-scale, highly scalable server-side systems using Node.js, SQL/NoSQL databases, and public cloud providers.
The Business Planning Analyst II supports Electronic Arts' global planning organization by managing demand planning processes, validating data integrity, and coordinating cross-functional reporting. The role involves utilizing tools like Anaplan, Tableau, and Power BI to improve planning accuracy and supporting the development of AI-enabled self-service analytics.
Designs and programs lighting for live shows, syncing visuals with music and stage direction to create immersive audience experiences.
Level Designer responsible for owning mission design from concept through implementation at Avalanche (WB Games), using Unreal Engine 5 and Blueprints visual scripting to craft gameplay flow, pacing, and environmental storytelling.
Senior SDE building and evolving the Omni platform—a shared backend for Amazon's gaming ecosystem—focusing on large-scale distributed systems, API design, and operational excellence to provide reusable capabilities across multiple game titles.
The Senior Business Analyst will manage cloud and SaaS infrastructure cost forecasting, allocation, and reporting for EA's game services. The role involves using SQL and Python to analyze spend data and collaborating with technical and finance teams to drive cost-efficiency.
The Software Engineer will work on EA's Frostbite engine to develop and integrate runtime machine learning solutions for games. The role involves optimizing ML models for on-device performance using C++ and collaborating with cross-functional teams to deploy these models into production.
The Presentation Software Engineer will develop and maintain the visual presentation systems for EA SPORTS FC, including camera, choreography, and audio integration. The role involves writing C++ code and engine scripts within a proprietary engine to support immersive game experiences.
Mission Level Designer at WB Games' Avalanche studio, owning mission design from concept through implementation using Unreal Engine 5 and Blueprints to shape gameplay, pacing, and spatial layout for action RPGs.
About the job Role: Finance Manager, EV Retail Location: Costa Mesa, CA (Onsite) Employment Type: Full-Time Salary: $110,000–200,000 OTE (base + commission) About Ever Ever is building the future of auto retail. As the…
Designs and optimizes scalable Java backend services for a global gaming platform, focusing on high performance, low latency, and reliable APIs while contributing reusable components and tests.
Who we are CloudKitchens helps restaurateurs around the world succeed in online food delivery - our goal is to make food more affordable, higher quality and convenient for everyone. We take underutilized properties and…
Motion Designer creating video trailers and ads for Gameloft's game marketing across app stores, consoles, and social media, using Adobe Creative Suite for motion graphics and video editing.
A Staff Data Analyst at 2K analyzes player and business data for sports titles like WWE 2K and PGA TOUR 2K, using SQL, Tableau, and data storytelling to drive product and marketing decisions.
Build and deploy ML models for game features like matchmaking, economy balancing, and toxicity detection using Python, PyTorch, and cloud infrastructure.
Builds and evolves web products for motorcycle software, using Angular, Python, and SQL in a dynamic team.
Coordinate and execute social media tasks for NBA 2K, including publishing, monitoring, and engagement, while supporting brand presence and analyzing sentiment data.
Design and implement real-time cinematics in Unreal Engine for a narrative-driven horror game, collaborating with writers, animators, and engineers to integrate cinematic sequences into gameplay.
Senior Program Manager for Mob Entertainment's Games Division, overseeing operations, reporting, and decision-making for a fast-growing indie horror game studio behind Poppy Playtime.
Lead the design vision for a new horror game, building prototypes in Unreal Engine and guiding a small team from concept through pre-production.
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