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We are seeking an engineer who builds the online features that enable multiplayer games. You will work across C++ and Blueprints in Unreal Engine, and C# for backend services to implement systems for matchmaking, session flows, player data, and the logic that drives dynamic dedicated server instances. This role focuses on game-facing online systems, not on managing infrastructure or DevOps. You will implement multiplayer systems, integrate them into Unreal, and ensure smooth, reliable communication between clients, servers, and the backend services that support gameplay. This role may support multiple Studio Sirens projects as needed, contributing online systems expertise across titles in active development.
Job Responsibility:
Implement multiplayer features and client-server logic in C++ and Blueprints within Unreal Engine
Build backend services in C# to support matchmaking, sessions, authentication, and player data
Develop REST and gRPC/Protobuf endpoints for communication between services and clients
Implement logic for dynamic dedicated server instancing, including session allocation and region selection
Integrate backend features into Unreal Engine gameplay systems and dedicated server flows
Store and retrieve player data using NoSQL databases such as MongoDB or Redis
Ensure data integrity, efficient access patterns, and secure handling of user data
Debug, profile, and resolve complex issues across the full multiplayer path — client, dedicated server, backend services, and data stores
Collaborate with design, engineering, QA, and other disciplines to maintain smooth online feature integration
Proactively identify opportunities to improve stability, resilience, and overall online player experience
Requirements:
Bachelor’s degree in Computer Science or a related field
Strong CS fundamentals: data structures, algorithms, concurrency, memory management
4+ years of experience building multiplayer games or connected online systems
Strong proficiency in C++, Blueprints, and C#
Hands‑on experience with Unreal Engine 4 or 5, including client–server communication