
51 - 200 employees
🎮 Gaming
🤝 B2B
Gaming • Art • B2B
Devoted Studios is a US-based production management company that specializes in game development and art services. It manages a global network of over 1,900 talent, including expert art directors, producers, and tech leads. Devoted Studios optimizes external game development by leveraging international and local talent to create video game content efficiently. The company offers services such as porting, co-development, full development, and more, supporting clients through a vetted pool of artists and specialized production management. Devoted Studios aims for sustainable game development and high-quality outcomes through its unique approach to managing talent and production processes.
🔥 0 minutes ago
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51 - 200 employees
🎮 Gaming
🤝 B2B
Gaming • Art • B2B
Devoted Studios is a US-based production management company that specializes in game development and art services. It manages a global network of over 1,900 talent, including expert art directors, producers, and tech leads. Devoted Studios optimizes external game development by leveraging international and local talent to create video game content efficiently. The company offers services such as porting, co-development, full development, and more, supporting clients through a vetted pool of artists and specialized production management. Devoted Studios aims for sustainable game development and high-quality outcomes through its unique approach to managing talent and production processes.
• 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 • 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 • 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.) • 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
• 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
• This would he a full-time employment role with standard industry benefits in Canada
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