Why this role exists
We’re building virtual worlds that connect millions — and that means real-time, multiplayer, high-performance systems that actually scale. We use Unity, but we don’t settle for what Unity gives us out of the box. We push it, bend it, break it, and make it do what our players need.
We’re hiring a Senior Game Engine Developer to own the performance-critical systems at the core of our engine. You’ll work across runtime, networking, rendering, and internal tooling. You’ll build the infrastructure that lets designers, artists, and engineers move fast — and that keeps our worlds running at scale.
This role is for builders who go deep. You should know Unity inside out, have battle scars from shipping real-time games, and care deeply about how systems are designed, not just how they look.
What you’ll do
Build and optimize core game engine systems in Unity using C# and URP
Design systems that scale to thousands of concurrent players with smooth client performance
Create and maintain custom tooling and content pipelines to accelerate development
Work closely with backend engineers (Python, Go) to define data contracts, protocols, and real-time sync
Diagnose performance bottlenecks and fix them — memory, GC, render time, asset loading
Write clean, well-documented, maintainable code with a focus on clarity and performance
Prototype fast, iterate aggressively, and ship early versions of systems into production
Tech Stack
Engine: Unity (URP), C#
Network & Protocols: WebSocket Secure (WSS), FlatBuffers
Backend: Python, Go (microservices, event-based)
Infra: AWS, Kubernetes (kOps), Terraform
Data Stores: Redis, MongoDB
Pipelines: Custom tooling + internal content pipelines
You might be a fit if you...
Have 5+ years building and shipping Unity games at scale
Are fluent in C# with deep knowledge of Unity internals (memory, asset streaming, rendering, ECS patterns, etc.)
Have built or extended content pipelines and internal tools
Know how to profile, benchmark, and tune for real performance — not theoretical
Are comfortable working across client/server systems with networking constraints
Can move fast and make sound tradeoffs — getting things 80% right and shipping is better than overengineering
This role is not for you if...
You only work in MonoBehaviours and haven’t touched Unity’s lower layers
You avoid backend integration, networking, or memory optimization
You prefer lots of structure, process, or clearly defined tickets
You’re looking to just build gameplay mechanics or VFX systems
How we work at Pocket Worlds
We operate like a startup inside a game company: fast, focused, and obsessed with impact. We work on hard problems, we debate hard, and we ship constantly. We avoid process in favor of ownership and freedom.
Everyone here is smart, hungry, and committed to building something meaningful. If that sounds like you, you’ll thrive. If not, you’ll bounce.

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