Senior Game Engineer (Systems, Engine)
Telescope Games is hiring a Senior Game Engineer to join our fully remote team of game developers. This is a broad engine and systems role on a Unity project. You'll work across core technology, the networking and simulation framework we build on, tooling, and the systems that hold the game together.
Our game runs on a deterministic, tick-based ECS simulation in C# beneath Unity, keeping all clients perfectly synced. We rely on fixed-point math, fixed-timestep logic, and efficient, allocation-free code. We’re looking for a versatile engineer who thrives on complex performance and logic challenges. If you have a solid engineering foundation and enjoy solving deep technical problems, you’ll fit right in. Prior experience with deterministic or rollback stacks is a bonus, but not required.
Compensation: $100,000 - $135,000 USD
Location: This is a fully remote role. We hire across time zones from PST to EST and welcome applicants located anywhere in that range.
Responsibilities
- Build, extend, and maintain core engine and game systems, from the simulation layer up through the Unity presentation layer.
- Implement features within our deterministic simulation framework and support networked play: input handling, session flow, reconnection, and replays.
- Work on the Unity side as needed: asset and build pipelines, platform support, and editor tooling.
- Diagnose and resolve difficult problems wherever they originate, including desyncs, hitches, crashes, and performance regressions.
- Profile and optimize across all target platforms to keep the game within its CPU and memory budgets.
- Partner with gameplay, design, and production to scope technical work and unblock the team.
- Contribute to architecture decisions, code review, documentation, and mentoring.
Qualifications
- 5+ years of game development experience in an engine, core technology, or systems capacity, with at least one shipped title.
- Strong C# fundamentals, including performance-sensitive code. A strong C++ background with willingness to work in C# is welcome.
- Experience with Unity beyond gameplay scripting: editor tooling, asset and build pipelines, and profiling.
- Comfort in a deterministic, fixed-timestep, data-oriented codebase, or the fundamentals to get there quickly.
- Genuine breadth: a track record of picking up unfamiliar systems and becoming productive in them.
- Rigorous debugging and profiling habits, and patience for problems that don't reproduce on demand.
- Clear communicator who can explain technical tradeoffs to engineers and non-engineers alike.
- Experience shipping on console or mobile, including certification and low-end device performance.
Nice to Have
- Prior work with a deterministic simulation or predict/rollback networking framework.
- Unmanaged or pointer-based C#, custom allocators, ECS architecture, or fixed-point math.
- Experience with networked multiplayer and a solid grasp of authoritative simulation, client prediction, and latency.
- Deterministic physics, pathfinding, character controller, or animation systems.
- Backend or server-side work for real-time multiplayer, such as matchmaking, validation, or anti-cheat.
- Bot and AI infrastructure such as state machines, behavior trees, or utility systems.
- CI for games: automated multi-client testing, regression suites, or performance dashboards.
- Background working with distributed, fully remote teams.