Principal C++ Engineer

tobspr Games GmbH•Munich, ND
•Remote

About The Position

The Principal C++ Engineer will own the factory simulation for the studio’s next game. The game is built in Unreal Engine 5, while the simulation will be self-contained and written in raw C++. It must deterministically update on every player’s device during co-op sessions and scale to hundreds of thousands of player-placed machines, belts, pipes, and other buildings across a large world. As one of the first engineers on a new game team, this role will design the simulation module from the ground up, working closely with the Engineering Team Lead and Game Design department. The engineer will establish the simulation architecture and performance budget, coordinate simulation and co-op design with the Networking Engineer, and contribute to code quality and the growth of other engineers.

Requirements

  • Professional C++ experience architecting, implementing, and maintaining performant modules used by other engineers, including experience with the consequences of design decisions.
  • Deep knowledge of data-oriented design, multithreading, and performance.
  • Experience with CPU profiling and using algorithmic complexity analysis to choose 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.

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 systems together.
  • Set and meet the simulation CPU performance budget on the minimum-specification target.
  • Review code and mentor other engineers on C++ and architecture.

Benefits

  • Fully remote work; the company employs directly inside Germany.
  • Flexible working hours.
  • Paid overtime on the rare occasions it occurs.
  • A hardware budget for an ergonomic and suitable work setup.
  • A monthly personal growth allowance for courses, books, or other learning materials.
  • Focus days for research or learning new skills.
  • A yearly team gathering to meet and collaborate in person.
  • A yearly salary review to keep pay in line with the market.
  • An automatic annual salary increase of 2%.
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