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Game Tools & Modding Engineer

wizegrid India
Remote
This Job is No Longer Active This position is no longer accepting applications
AI Summary

Design and develop game systems and engine-level features using C++ and game engines. Work on rendering pipelines, shaders, and real-time graphics systems. Collaborate with designers, artists, and engineers to deliver high-quality experiences.

Key Highlights
Design and develop game systems and engine-level features using C++ and game engines
Work on rendering pipelines, shaders, and real-time graphics systems
Collaborate with designers, artists, and engineers to deliver high-quality experiences
Key Responsibilities
Design and develop game systems and engine-level features using C++ and game engines
Work on rendering pipelines, shaders, and real-time graphics systems
Collaborate with designers, artists, and engineers to deliver high-quality experiences
Develop tools and modding related to games
Optimize performance across CPU/GPU, memory, and rendering workloads
Build and extend tools, pipelines, and engine systems to support development
Debug complex issues related to rendering, performance, and cross-platform compatibility
Write clean, maintainable, and well-documented code
Participate in code reviews and contribute to technical decision-making
Technical Skills Required
C++ DirectX (DX11/12) Vulkan
Benefits & Perks
Remote work
$20 - $60/hr pay
Nice to Have
Experience with engine customization or low-level systems development
Familiarity with profiling tools (RenderDoc, PIX, Nsight, etc.)
Experience working on cross-platform or performance-constrained environments
Exposure to tooling, pipelines, or editor extensions
Background in multiplayer or large-scale systems

Job Description


Job Type: Contractor

Location: Remote

Pay: $20 - $60/hr

Job Summary:

Our customer’s team is seeking a Game Tools & Modding Engineer with strong rendering and engine-level experience to build high-performance, real-time applications. This role goes beyond gameplay—you’ll work on graphics systems, rendering pipelines, and low-level optimizations using technologies such as DirectX (DX11 and DX12), Vulkan, OpenGL, or similar APIs.

If you have a strong foundation in game development + graphics programming, and enjoy working close to the engine, this role is for you.

Key Responsibilities:

  1. Design and develop game systems and engine-level features using C++ and game engines
  2. Develop tools and modding related to games
  3. Work on rendering pipelines, shaders, and real-time graphics systems
  4. Optimize performance across CPU/GPU, memory, and rendering workloads
  5. Build and extend tools, pipelines, and engine systems to support development
  6. Collaborate with designers, artists, and engineers to deliver high-quality experiences
  7. Debug complex issues related to rendering, performance, and cross-platform compatibility
  8. Write clean, maintainable, and well-documented code
  9. Participate in code reviews and contribute to technical decision-making

Required Skills and Qualifications:

  1. 3–6 years of experience in game development or real-time graphics programming
  2. Strong proficiency in C++
  3. Hands-on experience with one or more graphics APIs: DirectX (DX11/12), Vulkan, OpenGL, or Metal
  4. Solid understanding of:
  5. Rendering pipelines
  6. Shaders (HLSL/GLSL)
  7. 3D math and real-time graphics concepts
  8. Experience with Unreal Engine or similar game engines
  9. Familiarity with performance optimization (CPU/GPU, memory, multithreading)
  10. Strong debugging and problem-solving skills
  11. Ability to work independently in a remote, distributed team

Preferred Qualifications:

  1. Experience with engine customization or low-level systems development
  2. Familiarity with profiling tools (RenderDoc, PIX, Nsight, etc.)
  3. Experience working on cross-platform or performance-constrained environments
  4. Exposure to tooling, pipelines, or editor extensions
  5. Background in multiplayer or large-scale systems

Important Note:

This role is focused on programming, rendering, and engine-level development.

  • Profiles primarily focused on design, QA, or art disciplines will not be considered.

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