Devoted Studios
Remote Jobs
Devoted Studios is an innovative game development company founded in 2018 that emphasizes equal partnership with clients and nurtures talent globally. The compa
50 Jobs
Community Manager – Devoted Fusion
Devoted StudiosDevoted Studios is an innovative game development company founded in 2018 that emphasizes equal partnership with clients and nurtures talent globally. The compa
• Grow the artist community through outreach, referrals, partnerships, and events — and keep those artists engaged long after they sign up. Build genuine relationships through real conversations, not transactional messaging. Test new ways of attracting relevant artists, and bring ideas based on what you see and hear; • Launch and improve initiatives: webinars, AMAs, portfolio reviews, Discord activities, ambassador and referral programs, artist spotlights, and formats you invent. Experiment, measure, improve; • Guide artists through onboarding and activation. Answer their questions about briefs, contracts, payments, and workflows. Build trust through fast, thoughtful, human communication; • Talk to artists every day. Understand their needs and frustrations, turn recurring feedback into recommendations for Product, Marketing, and Leadership, and spot opportunities before they're obvious; • Keep CRM records accurate, track outreach and activation, and deliver reliable weekly reports. Nothing sits, nothing slips.
Community Manager - Devoted Fusion (Platform)
Devoted StudiosDevoted Studios is an innovative game development company founded in 2018 that emphasizes equal partnership with clients and nurtures talent globally. The compa
Role Description Fusion by Devoted is a freelance platform built by Devoted Studios after 10+ years in the games industry. We connect vetted game artists with the studios that need them: 4,000+ artists, 20+ disciplines, 120+ countries, with ArtStation and Unity Asset Store integrations launching in 2026. Briefs, contracts, payments, and trust — all in one place. We exist because freelance game artists keep getting burned: late payments, missing contracts, chasing invoices for work they've already delivered. Every artist who runs their work through Fusion gets a contract and guaranteed payment. The platform is built. Now we're building the community that will make it thrive. You'll become one of the people artists know and trust at Fusion — helping them discover the platform, guiding them through onboarding, building lasting relationships, and constantly finding better ways to grow the community. This isn't about following a finished playbook. It's about helping us write one. We're looking for strong potential, curiosity, and ownership. Experience matters — but mindset matters more. Your mission: build a growing community of game artists who actively use Fusion, trust it, recommend it to others, and choose it as one of their main ways to find and manage freelance work. Success isn't registrations. It's artists who return, stay active, and become advocates. Key Responsibilities - Community growth & engagement: Grow the artist community through outreach, referrals, partnerships, and events — and keep those artists engaged long after they sign up. - Build genuine relationships through real conversations, not transactional messaging. - Test new ways of attracting relevant artists, and bring ideas based on what you see and hear. - Community programs: Launch and improve initiatives such as webinars, AMAs, portfolio reviews, Discord activities, ambassador and referral programs, artist spotlights, and formats you invent. - Experiment, measure, improve. - Artist experience: Guide artists through onboarding and activation. Answer their questions about briefs, contracts, payments, and workflows. - Build trust through fast, thoughtful, human communication. - Community insights: Talk to artists every day. Understand their needs and frustrations, turn recurring feedback into recommendations for Product, Marketing, and Leadership, and spot opportunities before they're obvious. - Operations & reporting: Keep CRM records accurate, track outreach and activation, and deliver reliable weekly reports. Nothing sits, nothing slips. What success looks like - Measured on the growth and activation of artists actively using Fusion, community engagement and retention. - How much you ship (and how fast), the quality of the insights you bring back to the business, and reliable CRM and reporting. - In six months, you'll have built a growing community of active artists, a repeatable activation process, community initiatives that work, insights that shape decisions, reporting leadership can rely on, and a real sense of belonging among Fusion artists. Qualifications - 1–3 years in community, partner relations, customer success, or growth/marketing — ideally games or a creative field. - Less formal experience with a real track record of getting people to act: a community you grew, a campaign that moved, a following you built. - A galvanizer — you like bringing people together and getting them to act, and it energizes you. - Persuasive in writing because you sound real and understand the problem, not because you follow a script. - Comfortable with direct conversations — with artists when something's off, with studios when expectations need resetting. - Organized so nothing falls through the cracks; you move without waiting for permission on small calls. - Someone who likes owning a number. - Solid on CRM discipline (HubSpot, Notion, or comparable). - Fluent in English daily, written and verbal. - We especially value people who contribute ideas, not just execute them. You should feel comfortable challenging assumptions respectfully and saying: "I have an idea we should test." Nice to have - Interest in games and the game art industry. - Experience working with artists, freelancers, or creators. - Experience with Discord or similar community platforms. - Content creation experience. - Experience working across cultures and time zones. What this role is not - Not a sales role. You won't be measured by closed deals — you'll be measured by community growth, activation, engagement, and long-term adoption. - Not support-only. Supporting artists builds trust, but growing the community is the mission. - Not a social media role. Content supports the community — your success is measured by artist engagement, not posts published. Benefits - Fully remote, full-time contract. Ukraine or a compatible European time zone. - A clear growth path into Community Lead within 12–18 months — with team and budget ownership — based on results. - The chance to build a community function almost from scratch. - Direct impact on the future of Fusion. - Hands-on exposure across Community, Growth, Partnerships, Operations, Product, and Platform. Company Description Join a fast-growing platform backed by Devoted Studios, with a track record of delivering for partners including 2K, Xbox, Meta, Obsidian, Turtle Rock, and Gearbox.
Level Designer
Devoted StudiosDevoted Studios is an innovative game development company founded in 2018 that emphasizes equal partnership with clients and nurtures talent globally. The compa
Title: Level Designer Location: Montreal QC CA Job Description: Devoted Studios is a globally remote game development company specializing in Co-development, Porting, and End-to-End Art Production for the global gaming industry. We collaborate across time zones to support projects on all major platforms, engines and styles - from AAA titles to emerging technologies. Our team includes world-class talents who bring deep expertise in external development, pipeline optimization, and creative problem-solving. Whether it’s porting games to new systems, enhancing gameplay features, or crafting stunning visuals, Devoted Studios operates as a trusted, flexible extension of our partners’ internal teams. We are proud to be the development partner of choice for industry leaders such as: - Epic - Xbox - Meta - Obsidian Entertainment - Riot - Gearbox Software We are looking for a Level Designer specializing in mission scripting and quest design to create memorable player-facing content across live and evolving game experiences. You will design, script, and implement quests, missions, and gameplay events that combine pacing, challenge, environmental storytelling, and clear player direction. This role is hands-on and engine-facing, with a strong focus on Unreal Engine implementation through Blueprints, Sequencer, and closely coordinated cross-discipline collaboration. You will help build new content, support recurring mission-based experiences, and improve existing gameplay through iteration, bug fixing, and polish. Key Responsibilities: - Design, script, and implement quests, missions, and gameplay events from concept through final polish, including objectives, triggers, fail states, rewards, and branching conditions. - Use Unreal Engine 5 to build and iterate directly in-engine, with strong hands-on use of Blueprints for gameplay scripting, mission logic, and event flow. - Support scripted sequences, cinematic beats, AI encounters, and interactive mission moments using Blueprints and, where needed, Sequencer. - Build and maintain mission flow documentation, scripting briefs, and implementation notes that clearly define objective structure, event conditions, dependencies, and expected outcomes. - Collaborate with narrative, systems, engineering, art, QA, and production to ensure missions are functional, readable, and aligned with broader gameplay goals. - Support the creation and upkeep of recurring mission content, rotating objectives, and other player-facing live content structures where applicable. - Playtest and iterate on pacing, clarity, challenge, and usability based on team feedback, player behavior, and quality goals. - Help identify, triage, and resolve scripting issues, broken triggers, edge cases, quest blockers, and live player-impacting bugs. - Maintain clean, readable, and maintainable Blueprint logic that supports long-term updates and collaboration across the team. - Work with light scripting in C++ when needed, particularly in support of implementation hooks and collaboration with engineering teams. Requirements - 3+ years of professional experience in level design, quest design, or mission scripting. - Proficiency in Unreal Engine 5, with hands-on implementation experience building gameplay content directly in-engine. - Strong working knowledge of Blueprints for scripting logic, triggers, mission flow, and interactive events. - Ability to support or work with light scripting in C++ alongside engineering when implementation requires it. - At least one shipped title where you designed and implemented missions, quests, or scripted gameplay content. - Strong understanding of player flow, narrative pacing, gameplay readability, and objective-driven content design. - Experience designing conditional or branching content, including optional objectives, fail states, and recovery paths. - Clear communication and documentation skills, with the ability to create implementation-ready design materials. - Collaborative working style and comfort giving and receiving feedback across disciplines. Nice to have: - Experience with Unreal Engine Sequencer for scripted or cinematic gameplay moments. - Experience supporting live games, recurring mission content, or post-launch content updates. - Background in narrative design, dialogue scripting, or environmental storytelling. - Experience in action, RPG, open-world, or mission-driven live games. Benefits - 26 days leave throughout the year (accrued with tenure and company downtime during holiday periods) - Interesting and challenging tasks – solve diverse and challenging issues, communicate with people within the company as well as with our partners; - Convenient working conditions – remote work, the opportunity to build your own working day with flexible working hours - А chance to work in a highly professional and dynamic team working with a wide range of International Game Production projects, attractive remuneration package, and opportunities to develop professionally. This is a remote, full-time contracted position. We are an equal opportunity company and all qualified applicants will receive consideration for a contract without regard to race, color, religion, sex, national origin, gender identity, disability, protected veteran status, or any other characteristic protected by law.
Gameplay Designer
Devoted StudiosDevoted Studios is an innovative game development company founded in 2018 that emphasizes equal partnership with clients and nurtures talent globally. The compa
Title: Gameplay Designer Location: Montreal, QC, CA Job Description: Remote Production Montreal, Quebec, Canada OverviewApplication Description Devoted Studios is a globally remote game development company specializing in Co-development, Porting, and End-to-End Art Production for the global gaming industry. We collaborate across time zones to support projects on all major platforms, engines and styles - from AAA titles to emerging technologies. Our team includes world-class talents who bring deep expertise in external development, pipeline optimization, and creative problem-solving. Whether it’s porting games to new systems, enhancing gameplay features, or crafting stunning visuals, Devoted Studios operates as a trusted, flexible extension of our partners’ internal teams. We are proud to be the development partner of choice for industry leaders such as: - Epic - Xbox - Meta - Obsidian Entertainment - Riot - Gearbox Software We are looking for a Gameplay Designer specializing in combat systems, player abilities, and in-engine implementation to help shape responsive, satisfying, and scalable gameplay experiences across co-development projects. You will design, prototype, implement, and tune combat mechanics, ability kits, and encounter-driven gameplay directly in-engine, with a strong focus on feel, clarity, and player impact. This is a hands-on role for a designer who is comfortable owning both the design intent and the in-engine execution, while contributing to ongoing gameplay improvements, live updates, and player-facing issue resolution. Key Responsibilities: - Design, prototype, implement, and iterate on player combat mechanics, including attacks, dodges, counters, cooldowns, combos, timing windows, and other core gameplay interactions. - Design and tune player ability kits, skill systems, and progression hooks, defining their inputs, effects, interactions, upgrade paths, and gameplay roles. - Work directly in Unreal Engine 5 to build and iterate on gameplay systems, with strong hands-on use of Blueprints for implementation, prototyping, and tuning. - Collaborate closely with gameplay engineers to support implementation, extend features, and work with light scripting in C++ where needed. - Tune moment-to-moment combat feel, including responsiveness, readability, hit reactions, feedback timing, damage communication, and overall player satisfaction. - Design enemy archetypes, combat scenarios, and encounter structures that create readable threats and varied gameplay challenges. - Build and maintain design documentation, including combat specs, ability sheets, flow diagrams, stat tables, and tuning notes. - Support gameplay iteration across development and live updates, helping improve combat balance, ability performance, and player experience over time. - Help identify, triage, and resolve gameplay bugs, balance issues, exploits, and other player-impacting combat or ability problems. - Partner with design, engineering, animation, VFX, audio, QA, and production to ensure gameplay systems are polished, maintainable, and aligned with project goals. Requirements - 3+ years of gameplay, combat, or systems design experience in a professional development environment. - Proficiency in Unreal Engine 5, with the ability to implement and iterate on gameplay content directly in-engine. - Strong working knowledge of Blueprints for prototyping, gameplay logic, ability scripting, and feature tuning. - Ability to work with light scripting in C++, especially in collaboration with engineers to support gameplay systems and implementation needs. - At least one shipped title where you were a primary contributor to combat, gameplay abilities, or core player mechanics. - Strong instincts for game feel, with the ability to identify and solve issues related to responsiveness, clarity, timing, and satisfaction. - Understanding of action gameplay fundamentals such as timing windows, hit reactions, priority, invulnerability states, input flow, and combat readability. - Experience designing ability systems with depth, synergy, and clear mastery curves. - Clear communication and documentation skills, with the ability to explain both the design and the reasoning behind tuning decisions. - Collaborative working style and comfort giving and receiving feedback across disciplines. Nice to have: - Experience with Unreal Engine’s Gameplay Ability System (GAS). - Experience supporting live games, combat tuning, or post-launch gameplay updates. - Background in action-RPG, character-action, shooter, or encounter-heavy gameplay design. - Familiarity with enemy AI behaviors, encounter scripting, or animation state integration in Unreal. - Strong interest in analyzing and deconstructing combat feel across modern games. Benefits - 26 days leave throughout the year (accrued with tenure and company downtime during holiday periods) - Interesting and challenging tasks – solve diverse and challenging issues, communicate with people within the company as well as with our partners; - Convenient working conditions – remote work, the opportunity to build your own working day with flexible working hours - А chance to work in a highly professional and dynamic team working with a wide range of International Game Production projects, attractive remuneration package, and opportunities to develop professionally. This is a remote, full-time contracted position. We are an equal opportunity company and all qualified applicants will receive consideration for a contract without regard to race, color, religion, sex, national origin, gender identity, disability, protected veteran status, or any other characteristic protected by law.
Performance Engineer
Devoted StudiosDevoted Studios is an innovative game development company founded in 2018 that emphasizes equal partnership with clients and nurtures talent globally. The compa
Title: Performance Engineer Location: Montreal QC CA Job Description: Remote Montreal, Quebec, Canada OverviewApplication Description Devoted Studios is a globally remote game development company specializing in Co-development, Porting, and End-to-End Art Production for the global gaming industry. We collaborate across time zones to support projects on all major platforms, engines and styles - from AAA titles to emerging technologies. Our team includes world-class talents who bring deep expertise in external development, pipeline optimization, and creative problem-solving. Whether it’s porting games to new systems, enhancing gameplay features, or crafting stunning visuals, Devoted Studios operates as a trusted, flexible extension of our partners’ internal teams. We are proud to be the development partner of choice for industry leaders such as: - - Epic - Xbox - Meta - Obsidian Entertainment - Riot - Gearbox Software In this role, you will own and drive the development of core systems and performance initiatives from planning and design through implementation and optimization. Working closely with engineers and cross-disciplinary teams, you will provide technical leadership and feature ownership. CPU & Game Thread Optimisation (~25%) • Profile and optimise the game thread, render thread, and RHI thread in Unreal Engine — identifies cross-thread bottlenecks, tick overhead, and task graph inefficiency • Diagnose and resolve hitching: garbage collection pauses, streaming stalls, async loading conflicts, physics simulation spikes • Reduce tick overhead: identifies UObjects and ActorComponents with unnecessary tick enabled, unnecessary work in hot paths, incorrect tick group assignments • Optimise gameplay and engine code at the C++ level — not just profiling and handing recommendations to another engineer; writes and ships the fix • Instruments custom profiling markers (SCOPE_CYCLE_COUNTER, CSV_SCOPED_TIMING_STAT, custom Unreal Insights channels) for ongoing regression detection GPU & Rendering Pipeline Optimisation (~25%) • Profiles rendering performance using RenderDoc, PIX, NSight, Xcode GPU Frame Capture, and Unreal's GPU Visualiser — isolates draw call overhead, overdraw, shader complexity, and GPU memory bandwidth • Works with the rendering team to optimise material pipelines: shader permutation reduction, LOD tuning, occlusion culling, distance field shadow optimisation • Identifies and resolves GPU memory pressure: texture streaming configuration, render target pooling, VRAM budget management per platform • Understands the rendering architecture deeply enough to distinguish CPU-bound vs GPU-bound vs bandwidth-bound frames and route the fix correctly • Targets platform-specific GPU constraints: the PS5/Xbox Series GPU architecture differs meaningfully from PC; mobile (Adreno, Mali, Apple GPU) has its own thermal and bandwidth profile Memory Profiling & Leak Detection (~20%) • Owns memory budget compliance on client engagements: tracks resident set size, texture memory, audio memory, and engine overhead against platform limits • Finds and eliminates memory leaks in C++ using both automated tooling (ASan, Valgrind on non-console platforms, custom allocator hooks) and Unreal's LLM (Low-Level Memory tracker) • Manages memory fragmentation: understands pooled allocators, custom memory arenas, and when Unreal's default allocation strategy creates fragmentation under long session times • Console memory work is the hardest version of this: fixed RAM ceilings with no swap. Has shipped inside those constraints. • Builds memory regression tests that run in CI — not just point-in-time snapshots Networking / Latency Diagnostics (~10%) • Profiles and optimises Unreal's replication system: identifies bandwidth-heavy actors and components, tunes replication frequency, prioritises replication correctly under load • Diagnoses client-server latency: distinguishes network latency from server frame time from client simulation cost — does not conflate them • Familiar with NetStat, Unreal's network profiler, and packet-level capture when needed • Scope: supports multiplayer engagements where networking is a performance constraint — not the primary discipline on pure-networking architecture Profiling Tool Development & Automation (~20%) • Builds internal profiling tools in C++ (UE plugins) and Python — automated perf validation scripts, CI-integrated regression detection, custom Unreal Insights data channels • Writes automated performance regression tests: baseline capture, threshold alerting, trend visualisation — so regressions are caught in the build, not in the client review • Builds or improves developer-facing profiling UX: makes it easier for other engineers on the engagement to find their own bottlenecks without specialist involvement • Documents profiling methodology and tool usage: other engineers can reproduce the analysis without a knowledge transfer session Requirements • 5+ years of professional game engineering experience with at least 3 years in a dedicated performance, engine, or low-level systems role • At least 2 shipped commercial titles where performance was a named ownership area — not a general engineering role that included some profiling • C++ at a deep level: understands memory layout, cache efficiency, branch prediction, SIMD, and how the compiler's optimisation decisions affect runtime behaviour • Unreal Engine 5 profiling expertise: fluent in Unreal Insights, Stat commands, LLM, GPU Visualiser — not just aware of them, but has used them to find real problems on real projects • Cross-platform experience: has shipped on at least two platform types (PC + console, or console + mobile) and understands the meaningfully different constraint profiles • Python proficiency: writes automation scripts, CI integration, data processing for perf telemetry — not a Python developer, but not blocked by Python tasks • Structural fix mindset: profiles, identifies root cause, writes the C++ fix. Does not stop at the recommendation. • Can explain a performance problem to a gameplay engineer or producer without requiring them to understand the GPU pipeline Preferred • Console certification performance submissions: has prepared and passed Sony/Microsoft performance gates • Mobile performance work on Android (Adreno/Mali/Dimensity) and/or iOS (Apple Silicon GPU) — thermal throttling, tiling architecture, bandwidth constraints • Custom allocator or memory pool implementation in C++ • Shader authoring knowledge: HLSL/GLSL fluency sufficient to read a shader and identify unnecessary ALU or texture sample cost • Familiarity with Tracy, Optick, or custom in-house profiling frameworks beyond Unreal's built-in tooling • Experience optimising Nanite, Lumen, or other UE5-specific rendering features at engine depth Benefits This is a full-time employment role with standard benefits in Quebec province.
Performance Engineer
Devoted StudiosDevoted Studios is an innovative game development company founded in 2018 that emphasizes equal partnership with clients and nurtures talent globally. The compa
Role Description In this role, you will own and drive the development of core systems and performance initiatives from planning and design through implementation and optimization. Working closely with engineers and cross-disciplinary teams, you will provide technical leadership and feature ownership. CPU & Game Thread Optimisation (~25%) - Profile and optimise the game thread, render thread, and RHI thread in Unreal Engine — identifies cross-thread bottlenecks, tick overhead, and task graph inefficiency. - Diagnose and resolve hitching: garbage collection pauses, streaming stalls, async loading conflicts, physics simulation spikes. - Reduce tick overhead: identifies UObjects and ActorComponents with unnecessary tick enabled, unnecessary work in hot paths, incorrect tick group assignments. - Optimise gameplay and engine code at the C++ level — not just profiling and handing recommendations to another engineer; writes and ships the fix. - Instruments custom profiling markers (SCOPE_CYCLE_COUNTER, CSV_SCOPED_TIMING_STAT, custom Unreal Insights channels) for ongoing regression detection. GPU & Rendering Pipeline Optimisation (~25%) - Profiles rendering performance using RenderDoc, PIX, NSight, Xcode GPU Frame Capture, and Unreal's GPU Visualiser — isolates draw call overhead, overdraw, shader complexity, and GPU memory bandwidth. - Works with the rendering team to optimise material pipelines: shader permutation reduction, LOD tuning, occlusion culling, distance field shadow optimisation. - Identifies and resolves GPU memory pressure: texture streaming configuration, render target pooling, VRAM budget management per platform. - Understands the rendering architecture deeply enough to distinguish CPU-bound vs GPU-bound vs bandwidth-bound frames and route the fix correctly. - Targets platform-specific GPU constraints: the PS5/Xbox Series GPU architecture differs meaningfully from PC; mobile (Adreno, Mali, Apple GPU) has its own thermal and bandwidth profile. Memory Profiling & Leak Detection (~20%) - Owns memory budget compliance on client engagements: tracks resident set size, texture memory, audio memory, and engine overhead against platform limits. - Finds and eliminates memory leaks in C++ using both automated tooling (ASan, Valgrind on non-console platforms, custom allocator hooks) and Unreal's LLM (Low-Level Memory tracker). - Manages memory fragmentation: understands pooled allocators, custom memory arenas, and when Unreal's default allocation strategy creates fragmentation under long session times. - Console memory work is the hardest version of this: fixed RAM ceilings with no swap. Has shipped inside those constraints. - Builds memory regression tests that run in CI — not just point-in-time snapshots. Networking / Latency Diagnostics (~10%) - Profiles and optimises Unreal's replication system: identifies bandwidth-heavy actors and components, tunes replication frequency, prioritises replication correctly under load. - Diagnoses client-server latency: distinguishes network latency from server frame time from client simulation cost — does not conflate them. - Familiar with NetStat, Unreal's network profiler, and packet-level capture when needed. - Scope: supports multiplayer engagements where networking is a performance constraint — not the primary discipline on pure-networking architecture. Profiling Tool Development & Automation (~20%) - Builds internal profiling tools in C++ (UE plugins) and Python — automated perf validation scripts, CI-integrated regression detection, custom Unreal Insights data channels. - Writes automated performance regression tests: baseline capture, threshold alerting, trend visualisation — so regressions are caught in the build, not in the client review. - Builds or improves developer-facing profiling UX: makes it easier for other engineers on the engagement to find their own bottlenecks without specialist involvement. - Documents profiling methodology and tool usage: other engineers can reproduce the analysis without a knowledge transfer session. Qualifications - 5+ years of professional game engineering experience with at least 3 years in a dedicated performance, engine, or low-level systems role. - At least 2 shipped commercial titles where performance was a named ownership area — not a general engineering role that included some profiling. - C++ at a deep level: understands memory layout, cache efficiency, branch prediction, SIMD, and how the compiler's optimisation decisions affect runtime behaviour. - Unreal Engine 5 profiling expertise: fluent in Unreal Insights, Stat commands, LLM, GPU Visualiser — not just aware of them, but has used them to find real problems on real projects. - Cross-platform experience: has shipped on at least two platform types (PC + console, or console + mobile) and understands the meaningfully different constraint profiles. - Python proficiency: writes automation scripts, CI integration, data processing for perf telemetry — not a Python developer, but not blocked by Python tasks. - Structural fix mindset: profiles, identifies root cause, writes the C++ fix. Does not stop at the recommendation. - Can explain a performance problem to a gameplay engineer or producer without requiring them to understand the GPU pipeline. Preferred - Console certification performance submissions: has prepared and passed Sony/Microsoft performance gates. - Mobile performance work on Android (Adreno/Mali/Dimensity) and/or iOS (Apple Silicon GPU) — thermal throttling, tiling architecture, bandwidth constraints. - Custom allocator or memory pool implementation in C++. - Shader authoring knowledge: HLSL/GLSL fluency sufficient to read a shader and identify unnecessary ALU or texture sample cost. - Familiarity with Tracy, Optick, or custom in-house profiling frameworks beyond Unreal's built-in tooling. - Experience optimising Nanite, Lumen, or other UE5-specific rendering features at engine depth. Benefits - This is a full-time employment role with standard benefits in Quebec province.
Performance Engineer
Devoted StudiosDevoted Studios is an innovative game development company founded in 2018 that emphasizes equal partnership with clients and nurtures talent globally. The compa
• Own and drive the development of core systems and performance initiatives from planning and design through implementation and optimization. • Work closely with engineers and cross-disciplinary teams, providing technical leadership and feature ownership. • CPU & Game Thread Optimisation (~25%): Profile and optimise the game thread, render thread, and RHI thread in Unreal Engine — identifies cross-thread bottlenecks, tick overhead, and task graph inefficiency. • Diagnose and resolve hitching: garbage collection pauses, streaming stalls, async loading conflicts, physics simulation spikes. • Reduce tick overhead: identifies UObjects and ActorComponents with unnecessary tick enabled, unnecessary work in hot paths, incorrect tick group assignments. • Optimise gameplay and engine code at the C++ level — not just profiling and handing recommendations to another engineer; writes and ships the fix. • Instruments custom profiling markers (SCOPE_CYCLE_COUNTER, CSV_SCOPED_TIMING_STAT, custom Unreal Insights channels) for ongoing regression detection. • GPU & Rendering Pipeline Optimisation (~25%): Profiles rendering performance using RenderDoc, PIX, NSight, Xcode GPU Frame Capture, and Unreal's GPU Visualiser — isolates draw call overhead, overdraw, shader complexity, and GPU memory bandwidth. • Works with the rendering team to optimise material pipelines: shader permutation reduction, LOD tuning, occlusion culling, distance field shadow optimisation. • Identifies and resolves GPU memory pressure: texture streaming configuration, render target pooling, VRAM budget management per platform. • Understands the rendering architecture deeply enough to distinguish CPU-bound vs GPU-bound vs bandwidth-bound frames and route the fix correctly. • Targets platform-specific GPU constraints: the PS5/Xbox Series GPU architecture differs meaningfully from PC; mobile (Adreno, Mali, Apple GPU) has its own thermal and bandwidth profile. • Memory Profiling & Leak Detection (~20%): Owns memory budget compliance on client engagements: tracks resident set size, texture memory, audio memory, and engine overhead against platform limits. • Finds and eliminates memory leaks in C++ using both automated tooling (ASan, Valgrind on non-console platforms, custom allocator hooks) and Unreal's LLM (Low-Level Memory tracker). • Manages memory fragmentation: understands pooled allocators, custom memory arenas, and when Unreal's default allocation strategy creates fragmentation under long session times. • Console memory work is the hardest version of this: fixed RAM ceilings with no swap. Has shipped inside those constraints. • Builds memory regression tests that run in CI — not just point-in-time snapshots. • Networking / Latency Diagnostics (~10%): Profiles and optimises Unreal's replication system: identifies bandwidth-heavy actors and components, tunes replication frequency, prioritises replication correctly under load. • Diagnoses client-server latency: distinguishes network latency from server frame time from client simulation cost — does not conflate them. • Familiar with NetStat, Unreal's network profiler, and packet-level capture when needed. • Scope: supports multiplayer engagements where networking is a performance constraint — not the primary discipline on pure-networking architecture. • Profiling Tool Development & Automation (~20%): Builds internal profiling tools in C++ (UE plugins) and Python — automated perf validation scripts, CI-integrated regression detection, custom Unreal Insights data channels. • Writes automated performance regression tests: baseline capture, threshold alerting, trend visualisation — so regressions are caught in the build, not in the client review. • Builds or improves developer-facing profiling UX: makes it easier for other engineers on the engagement to find their own bottlenecks without specialist involvement. • Documents profiling methodology and tool usage: other engineers can reproduce the analysis without a knowledge transfer session.
Backend Engineer
Devoted StudiosDevoted Studios is an innovative game development company founded in 2018 that emphasizes equal partnership with clients and nurtures talent globally. The compa
Title: Backend Engineer Location: Montreal QC CA Job Description: Hybrid Description Devoted Studios is a globally remote game development company specializing in Co-development, Porting, and End-to-End Art Production for the global gaming industry. Our team includes world-class talents who bring deep expertise in external development, pipeline optimization, and creative problem-solving. Whether it’s porting games to new systems, enhancing gameplay features, or crafting stunning visuals, Devoted Studios operates as a trusted, flexible extension of our partners’ internal teams. We are proud to be the development partner of choice for industry leaders such as: - - Epic - Xbox - Meta - Obsidian Entertainment - Riot - Gearbox Software This is not a server-side feature developer who hands services to an ops team once they ship. It is an engineer who architects the service, deploys it, monitors it in production, responds when it breaks, and improves it after every incident. Key Responsibilities: Service Design & Architecture • Design and build scalable, resilient web services in Java and/or Scala that support game client needs across PC, console, and mobile • Own the data model — choose the right store (MongoDB for flexible document storage, DynamoDB for key-value at scale, Redis for caching and session state) and justify it • Design REST APIs that game clients actually integrate well against — clear contracts, versioned, documented, forgiving of client-side variation • Architect for the load profile of a live game: average load, launch spikes, event peaks, and graceful degradation when upstream dependencies fail • Define and enforce service boundaries — knows where one service ends and another begins, and why AWS Infrastructure & Deployment • Build and maintain AWS infrastructure using IaC tooling (CDK, Terraform, or CloudFormation — confirm what's in use on the engagement) • Own the deployment pipeline for services they build: CI/CD configuration, environment promotion, rollback capability • Right-size AWS resources for cost and performance — does not default to over-provisioning and does not leave obvious cost inefficiencies • Familiar with the AWS services relevant to game backends: EC2, ECS/EKS, Lambda (where appropriate), API Gateway, ElastiCache, SQS/SNS, CloudWatch, S3 • Understands the network and security posture of services exposed to game clients — VPC design, security groups, IAM least privilege, secrets management Live Operation & Observability • Instruments every service for production readiness: structured logging, metrics, distributed tracing, health checks, and alerting before it goes live — not after the first incident • Monitors services in production: reads dashboards, interprets anomalies, distinguishes noise from signal • Responds to production incidents in services they own — has on-call responsibilities commensurate with service criticality • Writes post-mortems and follows through on structural improvements so the same failure mode does not recur • Understands the difference between a symptom and a root cause — does not fix symptoms Cross-Platform Client Integration • Works directly with game client engineers (PC, console, mobile) to define integration contracts, review client-side usage patterns, and debug integration issues • Understands the constraints of each platform environment: console certification requirements around network usage, mobile data sensitivity, PC permissiveness — and designs service interfaces accordingly • Owns the integration surface: API documentation that is correct, versioned, and kept up to date as the service evolves • Participates in client-facing technical reviews where backend service design is on the table Quality & Engineering Standards • Writes unit and integration tests as a first-class output — not an afterthought • Code reviews: gives specific, actionable feedback and receives it without defensiveness • Maintains service documentation: architecture decisions, operational runbooks, known limitations, dependency map • Raises technical debt explicitly — names it, quantifies its cost, and proposes a remediation path Requirements • 5+ years of professional backend/server-side engineering experience with at least 3 years working on services at live production scale • Java at a professional shipping level — not just familiarity. Has designed, built, and operated Java services in production. • AWS hands-on ownership — has provisioned, deployed, monitored, and debugged AWS infrastructure, not just used managed services provisioned by someone else • Polyglot data store fluency: has made deliberate choices between MongoDB, DynamoDB, and Redis for different use cases — not defaulted to one store for everything • REST API design with real client integration experience — PC, console, or mobile clients consuming services they built • End-to-end ownership mindset: has been on-call for services they wrote. Has written a post-mortem. Has shipped the fix. Preferred • Experience designing services that handle launch-day spikes: horizontal scaling patterns, queue-based load levelling, circuit breakers • Familiarity with platform-specific SDK constraints: PlayStation Network, Xbox Live, Nintendo NSO, or Apple/Google mobile — understanding what the platform restricts and what it requires from the backend • Kafka or SQS/SNS for event-driven service communication • Kubernetes (EKS) cluster operations experience • Security-conscious engineering: OAuth/OIDC, rate limiting, input validation, OWASP awareness at service design level Benefits - Strong and enthusiastic team – you will have the opportunity for knowledge sharing, learning, and professional self-development - Interesting and challenging tasks – solve diverse and challenging issues, communicate with people within the company as well as with our partners; - Convenient working conditions – remote work, the opportunity to build your own working day with flexible working hours - А chance to work in a highly professional and dynamic team working with a wide range of International Game Production projects, attractive remuneration package, and opportunities to develop professionally. This is a remote, full-time contracted position. We are an equal opportunity company and all qualified applicants will receive consideration for a contract without regard to race, color, religion, sex, national origin, gender identity, disability, protected veteran status, or any other characteristic protected by law.
Backend Engineer
Devoted StudiosDevoted Studios is an innovative game development company founded in 2018 that emphasizes equal partnership with clients and nurtures talent globally. The compa
Role Description We are looking for an engineer who architects the service, deploys it, monitors it in production, responds when it breaks, and improves it after every incident. Key Responsibilities: - Service Design & Architecture - Design and build scalable, resilient web services in Java and/or Scala that support game client needs across PC, console, and mobile. - Own the data model — choose the right store (MongoDB for flexible document storage, DynamoDB for key-value at scale, Redis for caching and session state) and justify it. - Design REST APIs that game clients actually integrate well against — clear contracts, versioned, documented, forgiving of client-side variation. - Architect for the load profile of a live game: average load, launch spikes, event peaks, and graceful degradation when upstream dependencies fail. - Define and enforce service boundaries — knows where one service ends and another begins, and why. - AWS Infrastructure & Deployment - Build and maintain AWS infrastructure using IaC tooling (CDK, Terraform, or CloudFormation — confirm what's in use on the engagement). - Own the deployment pipeline for services they build: CI/CD configuration, environment promotion, rollback capability. - Right-size AWS resources for cost and performance — does not default to over-provisioning and does not leave obvious cost inefficiencies. - Familiar with the AWS services relevant to game backends: EC2, ECS/EKS, Lambda (where appropriate), API Gateway, ElastiCache, SQS/SNS, CloudWatch, S3. - Understands the network and security posture of services exposed to game clients — VPC design, security groups, IAM least privilege, secrets management. - Live Operation & Observability - Instruments every service for production readiness: structured logging, metrics, distributed tracing, health checks, and alerting before it goes live — not after the first incident. - Monitors services in production: reads dashboards, interprets anomalies, distinguishes noise from signal. - Responds to production incidents in services they own — has on-call responsibilities commensurate with service criticality. - Writes post-mortems and follows through on structural improvements so the same failure mode does not recur. - Understands the difference between a symptom and a root cause — does not fix symptoms. - Cross-Platform Client Integration - Works directly with game client engineers (PC, console, mobile) to define integration contracts, review client-side usage patterns, and debug integration issues. - Understands the constraints of each platform environment: console certification requirements around network usage, mobile data sensitivity, PC permissiveness — and designs service interfaces accordingly. - Owns the integration surface: API documentation that is correct, versioned, and kept up to date as the service evolves. - Participates in client-facing technical reviews where backend service design is on the table. - Quality & Engineering Standards - Writes unit and integration tests as a first-class output — not an afterthought. - Code reviews: gives specific, actionable feedback and receives it without defensiveness. - Maintains service documentation: architecture decisions, operational runbooks, known limitations, dependency map. - Raises technical debt explicitly — names it, quantifies its cost, and proposes a remediation path. Qualifications - 5+ years of professional backend/server-side engineering experience with at least 3 years working on services at live production scale. - Java at a professional shipping level — not just familiarity. Has designed, built, and operated Java services in production. - AWS hands-on ownership — has provisioned, deployed, monitored, and debugged AWS infrastructure, not just used managed services provisioned by someone else. - Polyglot data store fluency: has made deliberate choices between MongoDB, DynamoDB, and Redis for different use cases — not defaulted to one store for everything. - REST API design with real client integration experience — PC, console, or mobile clients consuming services they built. - End-to-end ownership mindset: has been on-call for services they wrote. Has written a post-mortem. Has shipped the fix. Requirements - Experience designing services that handle launch-day spikes: horizontal scaling patterns, queue-based load levelling, circuit breakers. - Familiarity with platform-specific SDK constraints: PlayStation Network, Xbox Live, Nintendo NSO, or Apple/Google mobile — understanding what the platform restricts and what it requires from the backend. - Kafka or SQS/SNS for event-driven service communication. - Kubernetes (EKS) cluster operations experience. - Security-conscious engineering: OAuth/OIDC, rate limiting, input validation, OWASP awareness at service design level. Benefits - Strong and enthusiastic team – you will have the opportunity for knowledge sharing, learning, and professional self-development. - Interesting and challenging tasks – solve diverse and challenging issues, communicate with people within the company as well as with our partners. - Convenient working conditions – remote work, the opportunity to build your own working day with flexible working hours. - A chance to work in a highly professional and dynamic team working with a wide range of International Game Production projects, attractive remuneration package, and opportunities to develop professionally.
Gameplay Engineer
Devoted StudiosDevoted Studios is an innovative game development company founded in 2018 that emphasizes equal partnership with clients and nurtures talent globally. The compa
- 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 cal
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