Principal C++ Engineer

tobspr Games
•Remote

About The Position

The Principal C++ Engineer will own the factory simulation for a new game. The game is built in Unreal Engine 5, but the simulation will be a self-contained module written in raw C++. The simulation must deterministically update hundreds of thousands of player-placed machines, belts, pipes, and other buildings on every player’s device during co-op sessions. As one of the first engineers on a new game team, the role will design the simulation module from the ground up, working closely with the Engineering Team Lead and Game Design department. The position is fully remote, with employment directly inside Germany. The team works in English and collaborates during CET core working hours, approximately 11:00–15:00. The studio is a small indie developer of factory and automation games. Its 17 staff come from five continents. It values direct communication, ownership, and close collaboration with its player community. The interview process includes two technical rounds, a meeting with HR and either the Founder/CEO or Studio Producer, and an unscored conversation with potential teammates. The technical stages cover systems the candidate has built and the design or review of the proposed simulation. The studio aims to complete the process from first interview to offer in four weeks or less and is open to discussing accommodations.

Requirements

  • Professional C++ experience architecting, implementing, and maintaining performant modules that other engineers build on.
  • Deep knowledge of data-oriented design, multithreading, and performance.
  • Experience with CPU profiling and algorithmic complexity analysis to select appropriate data structures.
  • Experience building a deterministic or lockstep system, or the ability to demonstrate an approach to building one.
  • A track record of mentoring engineers and documenting architectural decisions so others can follow and challenge them.
  • Professional working proficiency in English is sufficient.

Nice To Haves

  • Two or more shipped game titles.
  • Experience working on a factory, automation, or simulation-heavy game.
  • Experience with Unreal Engine, especially Mass Entity or a custom ECS in Unreal.

Responsibilities

  • Design and build a deterministic factory simulation that scales to hundreds of thousands of player-placed buildings.
  • Own the simulation architecture, including data layout, tick model, threading, and serialization format.
  • Work with the Networking Engineer to design the simulation and co-op networking together.
  • Set and meet the simulation’s CPU performance budget on the minimum-specification target.
  • Review code and mentor other engineers on C++ and architecture.

Benefits

  • Flexible working hours.
  • Paid overtime on the rare occasions it occurs.
  • Hardware budget for an ergonomic and suitable work setup.
  • Monthly personal growth allowance for courses, books, or other learning material.
  • Focus days for research or learning new skills.
  • Yearly team gathering to meet and collaborate in person.
  • Yearly salary review to keep pay in line with the market.
  • Automatic 2% annual salary increase.
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