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Devoted Studios

Gameplay Engineer

LocationMontreal, Quebec, Canada
Work moderemote
Typefull-time
DepartmentProduction
Company size1+ people
First seen1w ago
Last seen3d ago
Description
Devoted Studios is a globally remote game development company specializing in Co-development, Porting, and End-to-End Art Production for the global gaming industry. We collaborate across time zones to support projects on all major platforms, engines and styles - from AAA titles to emerging technologies.
Our team includes world-class talents who bring deep expertise in external development, pipeline optimization, and creative problem-solving. Whether it’s porting games to new systems, enhancing gameplay features, or crafting stunning visuals, Devoted Studios operates as a trusted, flexible extension of our partners’ internal teams.
We are proud to be the development partner of choice for industry leaders such as:
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Epic
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Xbox
•
Meta
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Obsidian Entertainment
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Riot
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Gearbox Software
About the role
We are seeking a Gameplay Engineer who is a specialist e a specialist — deeply fluent in C++ and Unreal Engine, experienced shipping AAA systems, and capable of taking a brief from a gameplay designer and turning it into production-quality code that holds up on every platform and survives every patch.
Key Responsibilities
Core Gameplay Systems (~50%)
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Implement gameplay systems from designer briefs: combat, abilities, movement, AI behaviours, progression, inventory, interaction, camera — scope varies by engagement
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Build reusable, maintainable, testable gameplay code in C++ (and Blueprint where appropriate) within Unreal Engine 5
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Own Gameplay Ability System (GAS) implementation — AttributeSets, Abilities, GameplayEffects, GameplayCues — on engagements where GAS is in use
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Implement animation-gameplay integration: Anim Notifies, state-driven Anim BPs, root motion handling, blendspaces
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Implement multiplayer-safe gameplay code on engagements with networking requirements — replication, client-server authority, lag compensation
Quality & Performance (~25%)
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Profile and optimise gameplay code to target platform budgets — CPU frame time, tick overhead, replication cost
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Write code that is reviewable: clean, commented where logic is non-obvious, consistent with project standards
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Catch and fix gameplay bugs — including edge cases, exploit patterns, and regression from live updates
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Participate actively in code review: review peers’ PRs with specificity, receive and act on feedback without defensiveness
Design Collaboration (~15%)
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Work directly with gameplay designers to translate design intent into engine behaviour — close the gap between what is specced and what ships
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Identify implementation risks in design briefs early — before they become rework — and propose alternatives when the spec is not buildable as written
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Expose gameplay parameters to designers in a way that is tunable without engineering involvement (Blueprint exposed properties, Datatable-driven tuning, etc.)
Documentation & Handoff (~10%)
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Document systems clearly — architecture decisions, integration points, known limitations
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Support technical handoffs between phases or teams: leave the codebase in a state that the next engineer can understand without a phone call
Requirements
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5+ years of professional game development experience with at least 3 years in AAA or mid-tier shipped titles
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At least 2 shipped commercial titles on PC or console as a gameplay engineer — prototypes and internal tools do not count
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Deep Unreal Engine 5 experience in C++: Gameplay Framework (Actor, Component, GameMode, GameState, PlayerController), GAS, CharacterMovement, Anim BP integration
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Strong C++ fundamentals: memory management, data-oriented thinking, performance-aware coding
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Blueprint proficiency — not just reading it, but building designer-facing tooling in it
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Experience with multiplayer gameplay replication (nice to have, not required for all engagements)
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Strong game design sensibility — can tell good gameplay from broken gameplay and can articulate why
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Remote-first habits: clear async communication, writes things down, doesn’t create silent dependencies
Preferred
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Online multiplayer systems — Actor replication, GameplayEffects replication, ability prediction and correction
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Console platform experience: certification pipelines, platform-specific constraints
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Gameplay AI systems in UE5: Behavior Trees, EQS, AI Perception — not required but valuable for certain engagements
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Prior co-development or external development experience
Benefits
This would he a full-time employment role with standard industry benefits in Canada
More roles at Devoted Studios
Infrastructure & Endpoint Security EngineerSenior Graphic DesignerSenior Game Producer - Full CycleTechnical UI DesignerBackend Engineer
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