Desenvolvedor de jogos
Triplo Z · Brazil
Apply & track with Apply EdgeCompensation: R$8.000–R$15.000 per monthTHE PROJECTWe're building a competitive 6-player multiplayer shooter for PC in Unreal Engine, combining third- and first-person gameplay with fast, movement-driven combat, global leaderboards, and a competitive ranking system.The design is defined and the direction is clear. The codebase is not: we've just moved the project from Unity to Unreal and are rebuilding it close to the ground up. That means the gameplay architecture is still an open question, and the person we hire will be one of the people answering it.If you've spent years working inside someone else's movement system and wanted to build your own properly, this is that job.The team consists of four senior developers. No juniors to manage and no layers of approval. You own your systems end to end.THE ROLEYou'll be our gameplay and multiplayer specialist, focused on the layer players actually feel: character control, traversal, animation integration, and shooting.This is a craft-heavy role. Movement in a competitive shooter is the difference between a game people play once and a game they play for a thousand hours. We're looking for someone who cares about that difference and has shipped it before.WHAT YOU'LL WORK ON* Character controller: Responsive, predictable, network-authoritative movement that holds up under latency.* Traversal and parkour: Climbing, vaulting, mantling, and sliding. Systems that stay readable and fair in competitive play.* Shooting and combat: Weapon systems, hit registration, recoil and spread, client-side prediction, and reconciliation.* Animation integration: Working closely with animation to build state machines, blend logic, and locomotion that stays tight without sacrificing feel.* Multiplayer architecture: Replication, prediction, rollback, and anti-cheat considerations across all of the above.* Foundations: Making the early structural decisions for gameplay systems and writing them cleanly enough to survive the rest of production.WHAT WE NEED FROM YOU* 5+ years of professional gameplay programming, with significant experience in Unreal Engine using C++ and Blueprints.* Shipped multiplayer titles. You've taken at least one project through to release, not just vertical slices.* Deep replication experience, including client-side prediction, server reconciliation, lag compensation, and the trade-offs between them.* Hands-on experience with FPS or TPS gameplay, including character movement, weapons, or both.* Comfort building from a blank page. You can make architectural decisions early, with incomplete information, and revisit them without ego.* Strong written and spoken communication. The team works in Portuguese. Fluent English is fine if you're comfortable in a Portuguese-speaking environment. Small senior teams run on clear asynchronous communication, not meetings.* A portfolio or code samples showing gameplay work you personally built. Video of the systems in motion is worth more to us than a résumé bullet.NICE TO HAVE* Gameplay Ability System (GAS) experience in production.* Custom Character Movement Component work or experience building replacements for it.* Animation Blueprint optimization, Motion Matching, or layered animation systems.* Dedicated server infrastructure, matchmaking, or backend leaderboard and ranking systems.* Unity-to-Unreal migration experience.* Competitive shooter experience as a player. You know what “it feels off” means before you can explain why.DETAILS* Contract: PJ / Contractor* Compensation: R$8.000–R$15.000 per month, depending on experience* Location: Fully remote, within Brazil or Latin America* Platform: PC* Start: As soon as you're availableHOW TO APPLYApply through LinkedIn.Include links to gameplay work you personally built, such as a playable build, video, repository, or breakdown post. Tell us in a few sentences which system you're proudest of and what made it challenging.