Unreal Engine Engineer / Developer
- $45k – $105k • 0.15% – 0.25%
- |Remote (Everywhere) • +2
- |3 years of exp
- |Full Time
Onsite or remote
Not Available
About the job
The Role
You are responsible for the design, development, and performance optimization of all Certamen game worlds and interactive content built in Unreal Engine. You will build environments that receive real-time event data from our proprietary AI and respond with visual feedback, animation, particle systems, lighting changes, and state transitions across multi-display outputs.
You will work closely with the AI engineering team to define and implement the interface between the interpretation layer and the Unreal rendering layer. You own everything the player sees.
Core Responsibilities
World and Environment Development
• Build and maintain Certamen game worlds spanning the full creative spectrum: grounded sport and training environments, stylized competitive arenas, cinematic action scenarios, fantastical and science fiction worlds, and original IP experiences not yet conceived
• Design environments for Certamen's multi-surface display geometry: wall coverage with edge-blended projection, plus LED floor output, all as a continuous and coherent world
• Develop modular environment systems that support real-time theme transitions, same physical space and completely different world, without load screens
• Create and manage a scalable asset pipeline with LOD strategies optimized for sustained real-time rendering on Certamen's compute hardware
Real-Time Interactivity
• Implement the integration layer receiving real-time events from the proprietary AI system: movement classifications, physical object trajectories, player positions, trigger actions, and objective completions
• Build responsive game mechanics: targets that spawn and react across wall surfaces, floor effects tied to player position, scoring overlays, environmental hazards, and world-state reactions
• Develop particle systems and visual effects triggered by physical events: impact explosions, ripple effects, trajectory visualization, goal and objective celebrations
• Implement real-time performance overlay systems rendered with environmental aesthetic coherence, data that feels like part of the world rather than a UI layer placed on top of it
• Build world state machines that respond to game logic events: score thresholds, timer states, difficulty escalation, and session start and end
AI System Integration
• Collaborate with the AI engineering team to define and implement the event interface between inference outputs and Unreal game logic
• Implement the proprietary AI's visual presence on-wall: avatar states, animation, and contextual appearance as defined in internal character documentation
• And more!
Performance Optimization (more details to be provided)
Required Qualifications
• Documented experience in professional Unreal Engine development (UE5 strongly preferred)
• Strong Blueprints competency; C++ proficiency required for performance-critical systems
• Working knowledge of HLSL for custom shader development; Python experience for pipeline tooling and automation
• Demonstrated experience with real-time rendering optimization: profiling, LOD, shader complexity management, and GPU memory budgeting
• Experience integrating external real-time data sources into Unreal game logic via socket, UDP, REST, or equivalent
• Portfolio demonstrating environment art, lighting, VFX, and interactive game mechanics, not visualization-only projects
• Familiarity with multi-display or non-standard display configurations
Strongly Preferred
• Experience in location-based entertainment, immersive installation, or real-time interactive experience design
• Prior work with projection mapping, display warp and blend, or LED volume environments
• Experience with real-time data-driven animation and procedural content systems
• Familiarity with Unreal's nDisplay plugin or multi-GPU rendering configurations
• Experience with spatial audio implementation in UE (Unreal Audio Engine or third-party middleware)
The Person
You are someone who looks at a room full of sensors and sees a canvas. You understand that the person inside that space is not holding a controller, they are the controller, and every environment you build has to honor that. The difference between good and great here is not polygon count. It is whether the world responds to a human being in a way that makes them feel something.
You've shipped work that ran in front of real people. You've hit frame budgets that weren't negotiable. You've integrated live data into a game world and made it feel natural rather than bolted on. You have opinions about what immersion actually means and you're ready to defend them.
If building worlds that exist at the intersection of physical human movement and real-time digital response is the most interesting creative and technical problem you can imagine, this is the role for you.
About the company
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