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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.
Senior Technical Artist specializing in animation for an unreleased Riot Games project, designing and implementing Unreal Engine-based animation systems, IK, and rigging workflows to elevate in-game animation quality and efficiency.
The Senior Technical Product Manager will lead the strategy and roadmap for Riot Games' esports and community publishing platforms, managing complex technical products like real-time data streaming and broadcast tooling. This role requires deep technical expertise to oversee the product lifecycle and ensure high-reliability infrastructure for global esports events.
Manage a team of Visual Designers on Teamfight Tactics' Gameplay UI, setting craft standards, scoping work with production, and guiding UI implementation in Unreal Engine using Figma and Photoshop.
Staff engineer leading build/CI systems for Teamfight Tactics, designing scalable pipelines, optimizing Unreal/Horde workflows, and mentoring teams to deliver reliable game releases.
Riot Games is hiring a Senior UX Designer in Sydney to own end-to-end UX for an unpublished R&D game product, from discovery and strategy through interaction design, prototyping, and implementation. The role centers on player-facing features in Figma, with Unreal Engine familiarity desired.
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