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A paid 12-week remote summer 2027 internship at Riot Games for students graduating in 2028. Interns build player-facing features, back-end services, real-time data processing, and SDKs/APIs for live games like League of Legends, TFT, and VALORANT, using OOP languages such as Java, C++, or C#.
A Senior VFX Artist serves as the VFX authority in Snail Games' Art Center, setting standards and monitoring real-time effects quality across multiple Unreal Engine projects, building reusable Niagara systems, optimizing performance budgets, and stepping in hands-on to guide distributed teams. Core tech: Unreal Engine (UE4/UE5), Niagara, shader/material workflows.
Mid-level generalist C++ software engineer joining a small, hands-on team at Disguise, whose products design, sequence and control live productions for film/TV, broadcast and live events. Day to day: owning project delivery, building features, maintaining and debugging real-time code that runs in front of live audiences.
Develops and optimizes core animation systems for Unreal Engine, collaborating with artists and engineers to create high-performance, visually stunning real-time animations.
Principal engineer embeds with teams to integrate modern AI (LLMs, generative AI) into game engines and pipelines, builds developer tools, and mentors engineers to ship scalable AI features in AAA titles.
Designs immersive, high-quality game environments using UE5, balancing visual artistry with spatial design and cross-team collaboration for an unreleased Riot Games product.
Leads a distributed engineering team responsible for designing and managing VALORANT’s platform infrastructure, including build pipelines, deployments, live operations, and player-facing services like Unreal Engine and game microservices. Focuses on scalability, reliability, and developer workflows for a globally distributed live game.
Engineering Manager on Riot Games' VALORANT team, owning the technical direction for gameplay cosmetics/premium content end to end. The role is hands-on in the code (C++, game engines like Unreal/Unity), while hiring, coaching, and mentoring engineers and collaborating closely with art, design, and product.
Staff Software Engineer designs and implements automation and build systems for an unreleased Riot MMO in Sydney, using C/C++ and Unreal Engine to optimize pipelines and workflows.
Builds and improves developer tools and workflows for VALORANT’s game creators using Unreal Engine and C++, leveraging AI to speed up development while ensuring quality.
Staff Software Engineer building globally scalable backend services for an unreleased R&D game at Riot Games, using C++ and Golang with cloud technologies like AWS.
Staff engineer building foundational systems and tools for an unreleased Riot game in Sydney, using C++ and game-dev expertise to drive scalable architecture and player-first features.
Leads the technical vision for Unreal Engine tooling, plugins, and infrastructure at Riot Games, collaborating with global teams to improve game development workflows and runtime performance.
Build and optimize the Unreal-based build, cook, and CI pipelines that power VALORANT’s global development, reducing friction for hundreds of designers, artists, and engineers.
QA Engineer II on VALORANT’s Engine team, partnering with devs to design test plans, automate validation, and debug crashes to uphold high quality standards in Unreal Engine 5-based development.
Principal Software Engineer at Riot Games builds core gameplay features and systems for Teamfight Tactics using Unreal Engine, C++, and cross-platform tools, while collaborating with artists, designers, and other engineers.
Designs and balances gameplay systems and economies for an unreleased Riot Games title, collaborating with artists and engineers to refine player experiences.
Senior VFX Artist at Riot Games creates high-quality visual effects for VALORANT weapon skins, setting artistic standards and guiding external partners using Unreal Engine and VFX toolchains.
Design and build AI-powered tools and features for an unpublished R&D game product, using C++, Unreal Engine, and ML frameworks to enhance developer workflows and player experiences.
Architect and lead the development of social and store systems for an unpublished Riot Games R&D product, focusing on scalability, player safety, and cross-team collaboration.
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