- Location
- München, Bayern · Munich, Bayern
- Type
- Full-time
- Source
- Personio
Description
About the company:
Your role:
As an Unreal Engine Programmer, you are responsible for turning design intent into working game code that performs on the target platforms. We develop AA titles in Unreal Engine 5 and C++ for PC, Xbox, PlayStation and Switch. We maintain our own engine branch, which makes engine code part of your work as well.
This is a generalist role. You will work on gameplay systems, on tools for other departments (design, art, tech art), on our engine branch and on test infrastructure. Game project teams have up to around 70 people. Engine and tooling work happens in much smaller groups. Rather than owning one narrow subsystem long term, you will move between areas as the project requires. If you already have a specialisation, we will use it.
You are responsible for testing the code you write: unit, smoke, integration, feature and functional tests. Tests are part of every task and are written during development.
Our programmers come from different backgrounds, including engine work, gameplay work and other industries. You do not need to cover every point below, as long as you are willing to learn the rest.
The kind of stuff you`ll be doing:
- Build gameplay systems and features in UE5 and C++, from the first design conversation through to shipping on console.
- Work in our custom engine branch, extend it, fix it, and keep our changes maintainable against upstream.
- Write tests as part of the work, not after it: unit, smoke, integration, feature, functional.
- Build tools and workflow improvements for designers, artists and tech artists — the people whose working day you can measurably shorten.
- Profile and optimise across PC and all three console families. Find what actually costs the frame, not what looks expensive.
- Work directly with Design and Art to turn intent into something implementable — and to say early when it isn't.
- Take part in several projects over time, including the occasional non-game one.
Who are we looking for:
Main responsibilities
The ideal candidate also has one more of the following:
Your Daily Work
Your Profile
Must-haves
- 3+ years shipping software in games or comparable production engineering experience elsewhere, with games work you can show us.
- You've been through at least one complete development cycle. You know what the last 10 % costs.
- Strong, current C++. You know why a design choice costs you cache misses, not just whether it compiles.
- Hands-on Unreal Engine experience, plus enough curiosity to have looked inside it. An engine is not a black box you file bugs against.
- OOP and design patterns and the judgement to notice when a pattern is making things worse.
- You write tests without being asked.
- Version control on real projects. We use Perforce.
- Self-directed and reliable, and you flag a problem when you see it coming rather than at the deadline.
- You want to make games, not just work in games. We'll ask what you last built, broke or took apart — a side project, an engine experiment, a mod, a tool that saved you an hour. Size doesn't matter; the pull does.
- You learn continuously because you enjoy it. UE5 moves every few months, and the people who do well here find that interesting rather than exhausting.
- Confident English, spoken and written it's our working language.
- Munich. That's where the team is and where we'd like you to be. We've made the occasional exception for someone exceptional if you think that's you, make the case.
Earlier in your career than that? Apply anyway if the work speaks for itself. We hire strong juniors when we meet them, and we'd rather see what you've built than how long you've been at it.
Nice-to-haves
Nobody has all of these. They're here so you can see what we actually work with:
- AngelScript we use it in-engine alongside C++. Not required, but if you've done embedded scripting in a game engine, that transfers directly.
- Working inside a modified or custom engine branch, and keeping changes mergeable against upstream.
- Data-oriented design, and performance work like parallelization.
- Test-driven development.
- Solid maths linear algebra, geometry — and physics, especially kinematics.
- Shader writing (HLSL, GLSL or Cg).
- C#, Python, or another second language you reach for when C++ is the wrong tool.
- Console submission and certification.
- Our day-to-day toolchain: Visual Studio with Visual Assist, Perforce, agile planning that we adapt per project rather than run out of a book.
- Some team-lead or project-management exposure.
- German, or the motivation to learn it.
What changes at Senior level
- You own a system end to end, including its technical debt — not a stream of tickets inside someone else's design.
- You're consulted while features are still being scoped, and your cost estimate changes what gets built.
- You raise the level around you: code review, mentoring, and writing things down so the next person doesn't have to rediscover them.
- You make architecture calls, defend them, and change your mind when the evidence says so.
Responsibilities
Benefits
Your Profile:
Preferred qualifications:
The ideal candidate also has:
You have:
You are:
What we offer:
- An inspiring and creative work environment
- A 38-hour workweek to ensure a healthy work-life balance.
- Relocation support to ensure a smooth start in Munich.
- Flexibility through remote work options tailored to project requirements.
- Free drinks (soft drinks, coffee, tea) and weekly fresh organic fruits.
- Monthly top-up of a company card worth €50, usable for various purchases*.
- Table tennis and foosball tables for relaxation after demanding tasks.
- Exciting company events that foster knowledge exchange and provide space for fun and recreation.
- Coverage of public transportation costs and meal subsidies*.
*After successful completion of the probation period.