About The Position

Level is hiring a Senior Client Platform Engineer to own how its Godot-based educational games are delivered and run on one or more target platforms. The engineer will help ensure that games perform well and feel native across devices such as school-issued Chromebooks, family iPads, and web browsers. The role requires deep hands-on knowledge of CPU, GPU, and platform-specific requirements, along with mentorship of other engineers. The position includes end-to-end platform delivery, from builds and packaging through signing, distribution, release, and live updates. It also involves developing a shared platform abstraction layer, managing application lifecycle events, optimizing performance across different device capabilities, integrating native platform services, and improving platform CI and device coverage. The engineer will influence technical decisions, identify platform risks, document constraints, and mentor mid-level and associate engineers. The hiring team is considering candidates across iOS, Android/Chromebook, Web, Desktop (Windows, macOS, Linux), cross-platform Performance, and Generalist specializations. Candidates need demonstrated depth in at least one of these areas.

Requirements

  • At least 5 years of professional software engineering experience, including shipped production software on at least one of iOS, Android or ChromeOS, Web, Windows, macOS, or Linux.
  • Deep, demonstrated expertise in the CPU, GPU, memory, and thermal characteristics of the specialty platform and how they affect real-time application performance.
  • Strong C++ or C# skills, plus fluency in the specialty platform's native languages, such as Swift or Objective-C, Kotlin or Java, JavaScript or TypeScript, or Rust.
  • Hands-on ownership of platform build, packaging, signing, and release, including store submission or distribution, for a shipped product.
  • Experience with the platform's application lifecycle and system services, including windowing, input, file-system access, permissions, and interruptions.
  • Proficiency with platform profiling and debugging tools, such as Xcode Instruments, Android Studio Profiler, Perfetto, browser DevTools, PIX, or RenderDoc.
  • Familiarity with game engine or real-time application architecture; Godot or a comparable engine is preferred.
  • Track record of mentoring mid-level engineers and influencing technical decisions on a team.
  • Clear written and verbal communication skills, including the ability to explain platform constraints to non-specialists.
  • Real depth in at least one platform specialization: iOS, Android/Chromebook, Web, Desktop (Windows, macOS, Linux), Performance, or Generalist.

Nice To Haves

  • Experience with Godot, including custom builds, export templates, or GDExtension.
  • Experience building platform abstraction layers or cross-platform runtime frameworks.
  • Experience with device capability detection, automatic quality settings, or dynamic scalability systems.
  • Experience targeting low-end or school-issued hardware, including Chromebooks.
  • Experience with CI/CD for multi-platform builds and automated device testing.
  • Shipped titles or apps on one or more app stores or web platforms.
  • Interest in educational technology and building products used every day by students and teachers.

Responsibilities

  • Own end-to-end delivery of Level's games on specialty platform(s), including build, packaging, signing, store or distribution requirements, release, and live updates.
  • Design and maintain a shared platform abstraction layer for windowing, input, file-system access, and device services, keeping platform-specific code out of feature teams.
  • Manage suspend and resume, backgrounding, orientation and window changes, permissions, interruptions, and memory pressure to protect student progress.
  • Build device capability detection, automatic quality settings, scalability tiers, and graceful fallbacks for devices across performance levels.
  • Use platform-native profiling tools to identify CPU, GPU, memory, load-time, and battery bottlenecks, and collaborate with graphics and gameplay engineers to address them.
  • Write and maintain native plugins and bindings, such as GDExtension, JNI, Swift or Objective-C, and JavaScript interop, to connect Godot to platform services.
  • Automate platform builds, packaging, and device testing, and maintain a representative device matrix to catch regressions.
  • Influence technical decisions, identify platform risks early, and document platform constraints for gameplay, graphics, and product teams.
  • Mentor mid-level and associate engineers on platform fundamentals and good engineering practice.
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